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Messages - AgentSchneider

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16
DFRPG / Re: Making Focus Items
« on: February 01, 2016, 02:39:42 AM »
I think that for future focus items the PC should be able to make focus items on their own (perhaps with limitations as to how strong the focus item could be). If the player wanted, you could tie the NPC into their backstory in some way as a person that was important to helping to develop their magic (a la Ebenezer to Harry) and explain that this "mentor" taught them how to make basic focus items. That way it helps to flesh out the character's backstory a little more, gives them a contact to use for information/assistance later on, and then the PC is able to swap out focus items if they want to in the future.

As said before though I think that the person should be allowed to craft their own focus items in the future, maybe just require the PC to have some Aspect tied into how they first learned how to use Evocation.

17
DFRPG / Re: Focus Idea
« on: January 21, 2016, 08:58:11 PM »
Couldn't you also theoretically use the ring in a similar manner to Harry's Force Rings?

Ex.- I aim the ring at an overhanging rope nearby and release the energy, causing the rope to break which in turn drops a sandbag that lands on a nearby rake which subsequently flings a can of paint at my adversary?

Maybe I'm thinking of entropy in too much of the "bad luck/curse" sense but I could see some ridiculous, fun situations coming from a focus like that.

18
DFRPG / Re: Request A Character
« on: January 14, 2016, 03:36:41 PM »
Jacob looks pretty good to me. Should probably specify a skill for Got Em Where I Want Em though. And What's The Catch might be a bit broad. Plus it might be good to reflect his deceptiveness in his Aspects a bit more.

Eh, I'm quibbling. I really doubt using him as-is will give you any problems.

Thanks for the feedback. I tweaked his stunts and added an Aspect of "Who Am I? Whoever I Need to Be" to reflect his ability to deceive and disguise himself.

19
DFRPG / Re: Request A Character
« on: January 14, 2016, 03:33:05 PM »
I'll put this in spoilers because it deals with side stories/comics that may not have been read by some, but here's what I remember of the Venatori Umbrorum.

(click to show/hide)

This sums it up pretty well. Although I would add that:
(click to show/hide)

20
DFRPG / Re: Request A Character
« on: January 13, 2016, 01:48:22 PM »
Probably doesn't 'make a difference where you get advice (and might not be worth reviving an old thread)but we had an optimization thread here where people/Sanctaphrax did exactly that.

http://www.jimbutcheronline.com/bb/index.php/topic,45405.0.html

I had looked through it before and it helped, but after seeing some of the creative uses of skills and stunts in this thread I thought some good ideas could come from posting it here. Thanks for the suggestion though.

Here's the character write-up. He's a descendant of the Grimm brothers who works as a Supernatural Mercenary. He works together with one of my PCs who is a Supernatural Martial Artist. Jacob is kind of like a combination of the Winchester Brothers as well as something of a social butterfly, whereas the PC is a bruiser with no social skills who stumbles into situations Jacob has to bail him out of. The build is a Pure Mortal with 34 skill points and 10 Refresh (I'm trying to keep him at the power level of the PCs):
(click to show/hide)

21
DFRPG / Re: Request A Character
« on: January 13, 2016, 01:52:29 AM »
Do you do suggestions or critiques for character builds at all? I've got a write-up for a descendent of the Grimm Brothers who is working together as a mercenary with one of my PCs and am looking for some advice.

22
DFRPG / Re: Christmas Special
« on: November 30, 2015, 06:15:19 AM »
Every year around Christmastime my GM now finds a way to incorporate the Krampus into our campaign after our first holiday special went from being a simple dungeon crawl to being a full-on war between Santa Claus and the Krampus over a little dragon girl for the rights to lead Christmas that year (after she had eaten one of Santa's reindeer and another PC successfully tore a hole in Krampus' bag). Imagine the version of the Krampus from that new movie that's supposed to come out, but simultaneously more English gentleman-y yet more terrifying (in a Cthulu spawns-unimaginable-horrors-from-his-body-and-sack-kind-of-way). So if you wanted to make it a combination Christmas-horror event, tossing the Krampus in there would be a good choice (and fit into Winter Fae hierarchy/politics)

Also my character (who was a mortal FBI agent) was roped into becoming his "Tiny Tim" because he was on the Nice list...so now once a year he becomes a terrifyingly goaty Emissary of the Krampus and that makes me very happy.

23
DFRPG / Re: Jack Skellington in the DresdenVerse
« on: October 26, 2015, 04:04:40 PM »
So I did a tentative write-up for Jack with abilities and Aspects. I probably statted him out too low if he's supposed to be closer to God-level but I feel like this pretty accurately reflects his overall skill set.

Quote
High Concept
Pumpkin King of Halloween Town
Trouble
This Halloween Must Be Better Than the Last!
Other Aspects
It’s My Job (But I’m Not Mean)
The Erlking Leads the OTHER Halloween Tradition
What’s This? What’s This? (Representing his knowledge [or lack of knowledge] of the NeverNever and his penchant for breaking into song)
 “You Know I Was Santa Once”
You Don’t Want to Know What I’m Fully Capable Of (reflecting his dark nature)

Skills:
+6   Intimidation
+5   Athletics Stealth
+4   Alertness Performance Presence
+3   Discipline Fists Lore
+2   Burglary Conviction Might Rapport
+1   Craftsmanship Endurance Investigation Survival

Stunts/Powers:
Spider Walk (-1)
Supernatural Sense (Detect What Will Scare Somebody) (-1)
   Master of the Scare (-1): Roll Lore + 2 when making assessments or declarations to know what someone or something will be scared of/by
Inhuman Strength (-2)
Supernatural Speed (-4)
Inhuman Toughness (-2)
Supernatural Recovery (-4)

   The Catch (+0) is any act fueled by Pure Courage (this is a very tentative Catch)
Demesne (-1) [Halloween Town]
Cloak of Shadows (-1)
Incite Effect [Fear] (-1)
   Incite At Range (-1)
   Incite Lasting Effect (-1)
   Incite Potent Effect (-1)

Modified Glamours (-2):  May use Discipline or Intimidation to create Aspects related to scaring somebody (these may also be used to alter Jack’s physical appearance)
Were You Scared? (-1): Gain a +2 to the Playing to an Audience trapping of the Performance skill when trying to be intimidating or scary

Total Refresh:
-24

24
DFRPG / Re: Jack Skellington in the DresdenVerse
« on: October 23, 2015, 05:30:03 PM »
Do you want his write-up to just reflect if he was statted out in the DFRPG system, or do you want some suggestions about where he and Halloween Town might fit into the Dresdenverse?

I kind of agree with Sanctaphrax about him being a Fae because it seems more in line with the idea of the NeverNever (in the movie he finds the grove of trees with doors to other holiday worlds - maybe a place like that really exists in the NeverNever and that's how he found them) and a denizen's Demense where he is only able to leak into the mortal realm easily on Halloween.

If you wanted to take it from a non-Fae angle maybe you could make him an old-timey god who took on the role of Jack Skellington as the holiday became less about its Christian roots and became a holiday of ghosts and scares and candy. Or like
(click to show/hide)
maybe Jack takes on different roles throughout the year vis a vis Day of the Dead: https://en.wikipedia.org/wiki/Day_of_the_Dead

For actual stats like Sanctaphrax said high Presence and Performance really seem to make sense maybe in conjunction with high Intimidation and Stealth to represent his scare capabilities. Incite Fear and Emotional Vampire seem to make sense, maybe add in some level of Speed, Cloak of Shadows, and/or Supernatural Sense (Fear).

25
DFRPG / Re: Long time player- First Time GM
« on: October 18, 2015, 04:56:21 PM »
What about your performance in the previous times you ran did you not feel satisfied with? Was it just setting up encounters and keeping the story fun or something else specific?

I'm actually in a similar situation right now where I recently started running my first real campaign after having been a long-time player. Personally I've found that getting input from your players can go a long way to help the GM out. As dragoonbuster said before knowing what your players' strengths and Aspects are can really help you with creating cool moments for everybody to relish in and get more invested in the story. For the Dresden Files system you actually have to sweat the small details less - especially as a new GM - as you can get some input from your players and let them take the narrative reins at points as you see fit to let them flesh out their own story while making it seem like you had planned for it from the very beginning.

You also may want to discuss with your players just what sort of RP'ing experience they are looking to get out of the campaign/the characters they are playing and incorporate that into your planning process. If they want to do a more stealthy/investigative campaign prepare for more intrigue and clue finding  - on the flip side if they want a beat 'em up campaign think of plenty of cool opportunities for your players to kick ass and be superheroes.

26
DFRPG / Re: The Dresden Files Accelerated Playtest Is Open
« on: September 16, 2015, 02:58:54 PM »
Just received my notification of rejection. Anybody find out if they are in on the next round yet?

27
DFRPG / Re: Thaumaturgic Tattoos
« on: August 28, 2015, 05:51:12 PM »
I really like the idea of a thaumaturgic tattoo artist, maybe you could also make it into a form of Self-sponsored magic that would allow you to perform thaumaturgic rituals or evothaum that would let you give friendlies temporary power boosts (supernatural senses, inhuman toughness/speed, etc) justified as being the result of magical tattoos. Quick question though: if you have thaumaturgy and evocation shouldn't you have 4 focus item slots all together? It seems that you only used 3 of them.

28
I realized I accidentally mixed together parts of S3 and S4. Azalea and whatnot was all S4; they didn't steal any ritual links but just caused chaos while working to set their final ritual up.

Now, Season 3--that was a trio of warlocks and their underlings/hirelings/thralls stealing links to New York and creating necromantic pools of energy. They needed a link to sight, smell, sound, taste, touch, water, earth, fire, air, spirit, mind, and soul. The end-goal was to perform a giant ritual on the Autumnal Equinox that would siphon away a large portion of power from Faerie. They would use this power to turn themselves into god-like beings, and the remaining portion to erect a Barrier around the greater New York area that was impenetrable from the mundane world or the NeverNever. Thankfully, the PCs stopped the ritual in-process.
This sounds almost exactly along the lines of what I would want to do with it. Do you happen to remember a few examples of the symbolic links that they used so that I could have an example to model mine after? Seeing as how Summer is more influential in Pittsburgh in my interpretation it could make sense that they would be stealing power from them or maybe stealing it from a natural leyline in the area (which I could establish as being a thing).

I would like to add to this a bit. Good point from wyvern--but depending on what you want to do at the end, you could have the mortal world find out about the supernatural. It'd just be very different than mortals not "waking up." We're kinda reaching this point in RNYC, to the degree that there's a PC or two actively working to smooth this transition by opening people's minds to the supernatural before it's truly revealed in whole.
Hmm that is an interesting perspective that I wouldn't have thought about. Maybe depending on how well the PCs do at wrecking plans it could influence whether or not the mortal world would be tipped off to the presence of the supernatural (worse symbolic links would keep more mortals aware if the ritual were to go off). Personally I'm not a huge fan of the idea of knowledge of the supernatural going mainstream as I feel like it is very contrary to the overall approach in the books, but I could see it being a good RPing opportunity. Plus it'd be a good way to keep the PCs on the ropes trying to figure out what to do next haha.

29
There's a lot to it, and some I can't say because it's still being resolved, but basically: High-tech megacorporation used as a front by thirteen warlocks to throw off Wardens/White Council spent forty years setting up a global ritual, centered in New York. They made deals with Outsiders that helped them develop more advanced technology and give them power. In NY (and the greater eastern seaboard) they worked through shells in shells in shells, though an organization called Azalea, that basically did two things: steal a bunch of metaphysical links to NY and create large pools of Outsider-based energies, all to set up their main ritual, bringing over a butt-load of Outsiders to the world. This never came to be, thankfully, as the PC's stopped them in time. They...well, they weren't very discreet towards the end of their plan, primarily because they needed to instill fear into people to further the goal. Thankfully, the local in-the-know mortals used the media to play it off as animal escapes and terrorist attacks.
This actually sounds like the general idea of what I wanted to do (albeit with more planning and a finished overall plot) so thanks for summarizing it up, it really helped. I think this will help me to steer my overall idea. I was talking it over with my co-GM and we came up with the idea that the fog ritual would be masked by the accumulation over several months/years of smog and pollution around the city and pollution of the rivers as a result of White Court influence in the EPA and local natural gas corporations (this would also tie in to one of the PC's background as a pseudo-Wyldfae who is the son of an eco-friendly CEO in the area).

But frankly--your plan doesn't have to be what happens. Ultimately, the goal here is to collaboratively build a story. If it screws up your plans but the story's great, then go for it! And then invent something else.
Based on my own RP'ing experiences, I can attest to how sideways GM plans can go haha. For right now I'm just trying to get an idea for what the end game will be so that I can lay down some groundwork in case I need to come up with some alternatives. That way I can come up with some fun encounters and story hooks throughout the bulk of the campaign for the PC's to experience.
If you're looking for suggestions...since you have an endgame in mind, it's probably worth laying the groundwork for it throughout the game. Ritual preparations can be going on in the background while other stuff is happening.
Thanks for your input as well Sanctaphrax! I'm going to take your idea of the ritual preparations going on in the background while they deal with some red herrings and B-plots going on in the city at the forefront. I feel like this would be the best way to achieve the end-goal that I had in mind as I can be dropping clues throughout the campaign and have the PC's mess with the bad guys' plans without even realizing what they are doing. My thought is that doing it this way makes it so that when the final confrontation goes down I can plan for the PC's either succeeding at preventing the ritual and what happens after or the ritual succeeding and what the PC's have to do in the aftermath in order to save the city.

Once again thanks for all of the feedback from everyone thus far!

30
Sounds cool to me. This is sort of similar to what happened in Season 4 on RagnarokNYC.
I tried to follow the link and I hit a brick wall, so I'll take your word on it. In summary what happened?

Seems sound, just be flexible with the PCs. I've found players are pretty ingenious when it comes to ruining your NPC's plans.
This has been my biggest problem thus far haha. I'm a very structured, rules-oriented person so having to be more flexible has been a challenge. In order to counter that I'm going to try and plan on what happens if they keep it from succeeding and what they have to do to stop it if the plan does succeed. My counter to PC craziness is to just do more planning and preparation in anticipation.
My only question: why House Vakarian instead of Skavis, since they're already established as feeding off despair?
I'm taking a lot of my inspiration for city creation from the Vegas section of Paranet Papers and they had a lesser despair WCV House in a prominent role so I figured doing that would fit the city more. Plus it keeps me from having to link them up with the Chicago Skavis and flavor them more to my style.

That's an interesting end-game, but there's one piece that seems a bit off to me: mortals are the nuclear weapons of the supernatural world.  Doing something this blatant would all but force mortal involvement on a large scale...
...So I'd suggest changing it up just a bit: make the spell call up a layer of heavy clouds and thick fog - and have that include a mental fog effect as well, making it much harder for NPCs to realize just how long it's been since they saw the sun.  (Thinking a bit of the Dark City film, if you've seen that...)
That way, mortal authorities won't be instantly clued in that there's something really wrong going on.
I had been wondering about how to deal with the mortal aspect of the city and have them not be freaking out and this seems like a great idea to solve that problem. Like you said mortals are the nukes of Dresden Files and if Pittsburgh is inherently a mortal-powerful city they would probably have more sway than say Chicago. Making it an effect of clouds and fog makes it seem natural (the mortal world wouldn't freak out as much if it was chalked up to a "weather anomaly") and adding the mental fog is a nice touch to keep only the PCs chugging along (and perhaps give them some compels to make things more difficult along the way)  ;D.

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