Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lavecki121

Pages: [1] 2
1
DFRPG / Gang Ideas
« on: May 03, 2016, 08:44:19 PM »
Hey Guys, I'm looking for some inspiration. Trying to come up with a bunch of thematic gangs that I can make.

Something like "The Seven Deadly Sins" or "The Royal Flush Gang"

Just as many ideas as possible would be really helpful. Thanks all.

2
DFRPG / Stunts and their many facets
« on: March 23, 2016, 09:34:32 PM »
Hello,

There is probably something somewhere that could be referenced but i am curious. Lets say that I have a stunt that lets me use Weapons for Intimidation under a specific circumstance.

If that circumstance is active, do I also get access the the stunts that i have created for Intimidation? Such as: Scare 'em Straight: You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**

3
DFRPG / Session Help - Stats and Game ideas
« on: February 01, 2016, 07:24:27 PM »
Hey Guys,

Im trying to come up with a couple of encounters for my game group and was wondering if y'all could give me a hand.

My Main guy is Called THE FISHERMAN. He is a power hungry demi god trying to become a main god. He started a war between two gods: RA and NURGAL. There is also a heavy Fomor presence and they are actively chasing him. I want to start off having the fisherman drop one of the PC's old characters off a roof and have some Fomor show up and start attacking indiscriminately. Not sure how to stat this out or how to make it so my characters realize that they are against the Fisherman as they are under the belief they are working together despite heavy hints that this is not the case.

Im also thinking a chase in case someone trys to take off after the fisherman.

The other issue I'm having is i don't know what kind of powers i want this guy to have. Its been a few months of playing and i still havent stated this guy out at all. He did steal some powers from the fomor, possibly an artifact (IOP) and he stole some magic from 4 wardens. Other than that he has the ability to steal magic/abilities. He has also been collecting children for a purpose that i haven't fully fleshed out but i do know that i want all the kids to be changelings but i cant come up with a good list of things for them to be part of.

Any help would be great guys. Thanks

4
DFRPG / Zonewide Maneuver
« on: April 29, 2013, 10:10:02 PM »
If I set up a maneuver that is meant to inspire allies in a zone, does every person get to tag the aspect created or is it just one aspect and the group gets one tag as a whole?

Let me know if I didnt explain this right.

5
DFRPG / Tengu Sponsored Magic
« on: April 17, 2013, 06:55:09 PM »
One of my players made a character with this magic and we just wanted to flesh it out a little more. I know there are a few people here who are experienced with Sponsored magics and the balances there in so here is the magic at this point in time:

Quote
TENGU MAGIC [-4]

Description: Drawing on the power of the Tengu Court , you're able to cast spells that fit its essential nature: wind, illusions, stealth,and mischief. These magics are under the sway and watch of the Tengu King Sojobo; making use of them will inevitably catch his notice.
Sponsor: The Tengu King and his Dai Tengu Nobles.
Agenda: The finding of worthy opponents and engaging them in general combat or in a one on one duel. The safekeeping of forests and mountains  from both mortal and supernatural destruction, taking vengeance for insults and perceived wrongs and the destruction or subjugation of opposing Youkai clans and courts.

Evocation:  Tengu Magic evocations take the form of various ninjutsu involving elements of powerful gusts of wind, realistic illusions, and subtle warfare involving poison and deadly misdirection.

Thaumaturgy: Tengu Magic rituals may be used to cast mischievous disfiguring curses or horrific transformations upon a target using biomancy. However crafting powerful enchanted items or possessing a person is easily within the realm of possibility.

Evothaum: When used in combat or vengeful mischief to mortals who have made an enemy of the Tengu in some fashion particularly priestly figures, rituals can be cast with Evocation's speed and methods using Tengu Magic.

Extra Benefits: The user is granted the telepathic communication the Tengu are famed for (Treat as Pack Instincts) and may converse with whomever they desire at the cost of minor mental stress, provided it is in brief sentences. This does not however grant the ability to read minds, though the user may fool the gullible into thinking so. If used to communicate with a Tengu, they may do so in full sentences, but the overall effect is still the same.

6
DFRPG / Bioshock Plasmid/Vigor Model
« on: April 10, 2013, 03:33:26 AM »
Not sure if anyone is familiar with the game but the basic concept is evocation. However the character needs to replenish his supply of "magic use" I was thinking of modeling this as a separate stress track, having different effects cost more stress and(similar to the ginger track) needing something external to replenish it. I could have a preliminary post up tomorrow for it but I want to know if it is even worth it, an I being to complicated?

7
DFRPG / Supernatural Senses
« on: March 22, 2013, 09:18:35 PM »
So I was trying to make an investigator at feet in the water whos only power was supernatural sense. So I also took the broad sense upgrade so that he has a lot of them. This is what I came up with so far:
1: Perfect Sense of passing time
2: Idetic Memory
3: Can see footsteps
4: Can see heartbeats
5: "Has Eyes in the back of his head"

But I need more. I would love to hear your suggestions. I dont care if they apply to the character concept or not. If you have an idea for a sense put it here and I would love to hear it.

8
DFRPG / Thaumaturgy Crafting Questions
« on: February 27, 2013, 10:42:44 PM »
Mostly what does this apply to and how is it used:

Quote from: YS 280
Alternatively, a crafting specialization may
be applied to increase the limit on how many
bonuses may be placed on a single focus item (a
focus specialization)

9
DFRPG / EvoThaum Focus Item
« on: February 25, 2013, 10:26:53 PM »
So I made a character that has sponsored magic and the EvoThaum that goes with it. I then made a focus item that enhanced his thamaturgical abilities. Does this bonus stay when casting evothaum or does it need to be broken down further (attack/defense) or does it stay the same?

10
DFRPG / Enchanted and rote block extensions
« on: February 20, 2013, 06:43:14 AM »
Ok so if I create a block with an enchanted item am I allowed to extend the block per normal rules? Same question with a rote spell.

Would it be reasonable to make a rote spell specifically designed to extend the life of a block set up in this manner?

11
DFRPG / Kronos Sponsored Magic.
« on: February 12, 2013, 07:56:19 PM »
Just wanted a little help stating this out I assume it would look like this but just wanted some oppinions:

TIME MANIPULATION [-4]
Description: This is power granted from Kronos.
Sponsor: Kronos is the God of Time, as such he grants his scions the ability to move freely throughout time within reason.
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to stop annomolies from occuring.
Evocation: Evocations cast with time manipulation have the ability to distort time in a small area around the user or close to the user (speeding up or slowing down time).
Thaumaturgy: Rituals cast with time manipulation have the ability to open direct portals between time, effectively bending the timestream to meet in a certain point.
Evothaum: All rituals that may be cast with time manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with time manipulation have the ability to see time annomolies and can know if their own actions will have adverse affects on time. With this knowledge they are allowed to take trinkets outside of their own timestream if they would have no longer been missed by that era. ie: books from alexandria before it burned, art from dresden before the blitzkrieg.


12
DFRPG / I need a catch
« on: February 04, 2013, 12:39:54 AM »
Ok so I made a demon Angel hybrid character and I am having an awful time coming up with a catch for his healing and toughness powers. Any body have any suggestions?

13
DFRPG / DmC Items of Power
« on: January 31, 2013, 10:32:44 PM »
Ok so I'm trying to make Dante's weapons from DmC, the new Devil May Cry game. Ebony and Ivory are pretty straightforward, they are just guns that dont need to be reloaded. However in DmC, Dante's sword, Rebelion, has the ability to change into an angelic Scythe called Osiris, and can also change into the Demonic Axe Arbiter. I'm wondering how I should stat this. As far as speed goes in decending order Osiris, Rebelion, Arbiter. And the opposite for damage output. Im wondering if anyone has any suggestions.

14
DFRPG / Spells that cause power-like effects
« on: December 28, 2012, 10:03:37 PM »
Anyone have any rules or seen any discussion on casting spells that cause power-like effects. For instance casting a spell that would grant supernatural speed, or would grant claws, or give someone the echoes of the beast abilities.

Anything would be great. Thanks

15
DFRPG / Blocking Magic Internally - Help
« on: November 20, 2012, 09:57:14 PM »
Ok so I am trying to figure out how to do this. I wanted to make do an attack that would temporarialy prevent a wizard from using thier magic. I talked this over with some people on here already and theorized that it could be made as a magic attack against their mental track and it wouldnt impose a lawbreaker because it only stands to prevent them from using those shifts as opposed to enthraling or entering thier mind.

Thoughts? Have I explained this well?

Pages: [1] 2