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Topics - Radijs

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DFRPG / Supernatural spec. ops?
« on: August 25, 2013, 01:22:20 PM »
The idea just popped up in my head. If the right people would wind up in the know. They would be eager to use people with these unique talents in their operations doing whatever spec. ops do. gather intel, deal with threats but of course in this case they'd deal with supernatural threats as well as the regular threats a country faces.

Has anyone done anything like this?

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DFRPG / Glamour like evocation?
« on: August 06, 2013, 06:55:13 AM »
I was wondering. Does the creation of glamours inflict stress to the caster like evocation or channeling does?

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DFRPG / Some magic from a diffent series
« on: May 25, 2013, 03:20:07 PM »
While waiting for the new Dresden files book I've been reading the Iron Druid series. And it's got some fun stuff in there. Most interesting is the Druidic magic. Which I think could fall easily under a category of sponsored magic.

But there's two items of power that might be interesting to incorporate in to a dresden files game.

There's Morreltach, which is enchanted to kill any foe with even the slightest injury.
And Fraggeras, a sword that can cut through any armor, conjure wind and when held to someone's throat.

Fraggeras would be fairly easy to stat giving access to offensive channeling (air), a high weapon rating and giving you the option to easily interrogate someone when they are taken out. Maybe the weapon as some aspects to reflect it's incredible sharpness.

But Morreltach, I've got no idea how to stat such a deadly weapon. One consequence and you're boned. How would you do this?

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I couldn't find an awnser by searching. So I ask.
When a character is going to use thaumathurgy, assuming time isn't an issue. How much power/complexity could a wizard put in a spell? I figured that there should be a limit but I couldn't really find one in the rules.

Is there a limit to a wizard's ability to do magic?

And a bonus question: Assuming time is a factor, how much time usually passes before you can roll to gather your power?

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DFRPG / Crossing in to the Nevernever, how hard is it?
« on: February 27, 2013, 02:37:24 PM »
I'm wondering, aside from the myriad of dangers, the risks of getting lost/eaten or otherwise wind up in some charlie foxtrot, how hard is it just to open a way to the nevernever?

Harry specifically says that it's not something he could do easily. Even in the more recent books the effort seems to tire him out quite a bit. Or it's implied anyway.
So how many shifts of power would be needed to open a way?

Also, is that done with a ritual or with a special kind of evocation?

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DFRPG / What places in history would you DFRP in?
« on: February 16, 2013, 10:04:51 AM »
I got this idea watching the trailer for Omerta and thought, what would it be like if both the gangsters and the cops had wizards on their team? I imagined shootouts with Tommyguns and fireballs.
Monsters being called for a hit on rival gangsters. Smuggling routes through the nevernever...
And I got to thinking, what other times in history would make for some cool wizardry?

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DFRPG / Refresh bonus for the catch: Fire?
« on: February 12, 2013, 02:59:57 PM »
The title pretty much explains it all, if a character takes inhuman toughness+recovery, how much refresh bonus does he get from having the catch be fire?

It falls under the category.
"If the Catch is bypassed by something
that anyone could reasonably get access
to, but usually doesn’t carry on them
(like cold iron), you get a +2."


Is that it? Or would the secrecy factor be able to get another +1 refresh?

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DFRPG / Examples of terramancy?
« on: February 10, 2013, 03:15:42 PM »
I'm wonderinig what kind of things someone can do with terramancy. I've seen very few examples of it in the books.

Harry himself uses it to play with magnetism and gravity and once to bury his goodie bag.
Donald Morgan used some kind of subterranean shockwave when he fought with Harry. But what other ways are there to use (and abuse) terramancy?

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DFRPG / Cognitive dissonance? It's never what you expect the game to be.
« on: February 02, 2013, 12:11:35 PM »
My best friend and I where discussing DFRP yesterday and he voiced a concern to me that I find very hard to place. And I'm wondering if anyone else might have encountered this phenomenon. And if so, what kind of effect has it had on your game and how did you deal with it?

The idea my friend has is that because you're playing a game based on these novels an inherent expectancy will exist with your players that these novels will have a direct impact on whatever you run in your games and vice versa, what the PC's do in a game can have a profound effect on the novels.
Also that you're playing in a world where there are all these heroes like Harry, Karrin, Bob, Michael, Mab, Titania etc. And that creates the expectation that you will interact with these characters at some point because the world is very small. Though it's harder for wizards with the Murphy effect you can get to nearly any place in the world within a day. So even if you set your game somewhere away from Chicago, the players can decide to pack up shop and move in to some of the appartments above Harry's own.

He thinks, this will inevitably lead to dissapointment among the players. Because once you start making your own ripples in the world you're going to change the setting so much that the original timeline of events no longer make sense. IE: During the war with the Red Court Mab bites the bullet so Harry won't become the winter knight but instead has to take up the coin or perform the darkhallow somehow.
Or when you're running the 'iconic' characters of the game as the GM the way you portray them will never be 'right' compared to how they act because of various reasons, mainly that the GM isn't going to be Jim Butcher and (s)he'll portray the characters colored by his or her own perceptions and ideas.

He figured that the only way to avoid these dissapointments would be to set the game in such a way that it would be impossible for us to meet any of these iconic characters by moving the time during which the game takes place forward or backwards in time to a point where Harry and his gang haven't been born yet or are already dead.

Though I can see his standpoint from an academic view point. I can't see it actually happening that these effects or feelings would ruin a game. Unless these iconics are used in such a ham-fisted way that displays them as 'the awesome guys you can never be'.

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DFRPG / Bad guys: The Fomor?
« on: January 28, 2013, 12:58:33 PM »
One of the more interesting times ( In my opinion ) to start a DFRP game is either during the red war or right after it.
This is also when the Fomori begin to make their move.
What, in the Dresdenverse are they? I've been told they're some kind of dark gods from great britain. Akin to the greek titans.

But what are they precisely? We've seen their servitors? But what else could a city expect from that angle?

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DFRPG / Pre-gens?
« on: September 12, 2012, 03:54:13 PM »
Since one of my players is becoming a daddy for the 2nd time there's a brief break in my normal game and I was thinking of running a short dresden files adventure.

I don't want to spend a whole session generating characters, sorting out chargen rules with my players.

Does anyone have any simple submerged pregen characters or does anyone know a place to DL them?

Preferably with brief explanations of the powers of the characters so there's no need to look them up during play.

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DFRPG / Loot the bodies!
« on: August 12, 2011, 11:46:20 AM »
I think this question's probably come up before and its one of the few things that irks me about DFRP and fate in general.
Recourses is a skill.

If my character's dead poor he'll stay that way, even if the adventure means we find several suitcases full of money, unless I spend several sessions slowly increasing my recourses skill (and maintain my skill pyramid while I do so) my character will continue being poor.
He could wallpaper his (tiny) appartment with 100 dollar bills but still not have a penny to his name.

The same goes for gear and goodies (Focii, enchanted items etc) You've got a certain amount, and its more or less fixed.

I want to loot the bodies! I wanna run my hands through grubby piles of cash! How can DFRP/FATE handle this?

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DFRPG / Sponsored magic, from egypt?
« on: August 03, 2011, 11:24:18 AM »
Hey guys,

I've finally managed to goad someone in to gm-ing a game in new orleans and I'm gonna play an apprentice wizard, or rather a sorceror looking for an apprentice.

One of the things about the character is that she's dug herself a hole, and it turned out that there was a snake at the bottom. Apep (or apophis as an aspect or servant of Set) and he tricked her through her inexperience to give up her name in exchange for his help. Which means she's wound up with sponosred magic with a darkness/desert kind of theme.

How would this sponsored magic work out? How would it help her magic and what sort of tricks would it give her?

The sheet's still under development here.

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DFRPG / Fate point economy?
« on: July 26, 2011, 08:01:49 PM »
I think I'm overlooking some things somewhere, but at what point does a player/character receive fate points?
I know there's a refresh at the start of the session, and that you get a fate point whenever an aspect of your character is compelled and you choose to accept the compel.

But I read about fate points exchanging hands on various occasions throughout the game. When does this happen?

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DFRPG / Impromptu summoning
« on: July 16, 2011, 08:32:22 PM »
Hey folks, I'm pondering a character who's specific flavor of magic involves calling on to all sorts of nasties to do his fighting for him.
From calling swarms of bats, insects or a larger animal or two to eat the people who he doesn't like.
And who can do it at the speed of evocation.

Would anyone have a good idea to make something like this suitable for a player character?

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