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Topics - DesertCoyote

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DFRPG / Enchanted Focus Items?
« on: July 22, 2010, 02:08:12 PM »
I didn't see anything against it in the rules, but I was wondering what the rest of you thought of a focus item that also holds a few charges of a spell.  It would still take up the appropriate number of slots in both categories.  The rules cover items of either type taking up more than one slot, but not items that take up both types of slots.

Just as a hypothetical example (because my players read this forum):

Bob the Wizard's Staff
+1 Air Attack Complexity/Control
2 Charges of Air Shield at Power 4 for 2 rounds

This takes up 2 focus item slots, and two enchanted item slots.

The actual combination I'm planning fits the mythos of the character, but there's not exactly a canon example of this type of item... except maybe the blackstaff, but we don't really know how that works.  In any case, I'm going to roll with it anyway.  I was just curious as to what the rest of you thought.

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DFRPG / How does this sound for a sponsor?
« on: July 20, 2010, 09:26:24 PM »
Chris, Scott, JD, Robert:  Press the back button on your browser  :P

(click to show/hide)

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DFRPG / Name for magic for magic of the autumn/spring courts?
« on: June 08, 2010, 10:55:24 AM »
Just wondering what the rest of you are calling this.

I'm calling it Trans-Seelie Magic, going for the implication that it's got elements of what is currently recognized as summer and winter magic.

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DFRPG / Pu Yi's cricket.
« on: June 07, 2010, 11:46:22 PM »
Just re-watched The Last Emperor and found the point where Pu Yi messed up.

At the beginning of the movie, young Emperor Pu Yi is given a cricket to be his friend by one of the imperial wise men.  We don't see the cricket again for quite some time.  Instead, we see him carrying around a mouse in his pocket.  Meanwhile, China is falling into chaos and all Pu Yi can do is mope around the palace, as outside of the palace, he is not emperor.

Pu Yi is later expelled by rebels and takes refuge amongst the Japanese.  He takes them up on their offer to become emperor of Manchuko (part of northern china).  Little does he know, he's only a puppet and before long, he's back to moping around his new palace.

After manchuko falls to the Soviets, Pu Yi serves prison time in Russia, and then in Communist China.  Afterwards, Pu Yi visits the Imperial Palace as a common tourist.  He then crosses a rope barrier and climbs up to the golden throne where he is confronted by hitler youth a small child dressed up like a little communist boy scout.  The kid tells Pu Yi that he cannot be up there, after a brief exchange of words, the kid demands Pu Yi prove he once lived there.

Pu Yi climbs the stairs and retrieves the box that contained the cricket he was given as a child and hands it to the kid.  The kid opens it, and the cricket climbs out (after living for SIXTY YEARS IN A BOX UNDER THE THRONE!! ).  Pu Yi however has disappeared.



My point here, the cricket is clearly something supernatural that was sent to help the emperor, and he ignored it.

Just as an odd item to throw out there:


Pu Yi's Cricket
Enchanted Item
Gives +1 to scholarship, empathy, deciet, presence, conviction, and intimidation during social engagements.

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DFRPG / Sunshine in a bag.... ok, maybe not.
« on: June 07, 2010, 11:50:03 AM »
Chris, JD, Scott, Robert, spoilers.  beat it. :)

(click to show/hide)

Thoughts?  I just thought some of you might like the "trick" and find it useful in your campaigns.

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Site Suggestions & Support / [spoiler] not working [/spoiler]
« on: May 28, 2010, 12:16:43 PM »
The button for it is gone and all spoilers are visible.  I'm pretty sure this isn't deliberate.

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DFRPG / Custom Gunslinger stunts, and an artifact rifle
« on: May 26, 2010, 11:42:14 PM »
I've got a player that's playing a wild-west style demon-hunting-gunslinger.  I'm trying to write up some practical stunts that fit the flavor.  Input/suggestions are welcome.

[-1] Quickdraw: This allows a character to roll guns for alertness to determine who goes first on the first exchange.  The character can also draw the weapon that turn without taking a -1 penalty for a supplemental action.  If the character loses, he can still roll athletics to get out of the line of fire instead of suffering from mediocre, even in situations where this is normally not available.

[-1] Fan the Hammer:  Allows the character to fire off all 6 shots from a revolver in one exchange. (Enables spray attacks from revolver weapons so long as one hand is free)

[-1] Guns Akimbo: Works as Off-Hand Weapon Training (YS 156) but affects the Guns skill instead of Weapons.
You know how to fight more effectively with two guns in hand. Normally, you may only take the damage bonus from one gun on a successful hit; with this stunt, you may add half of the second gun's bonus as well (round up)

[-1] Make a Path: With a bit of practice, the character has learned what inanimate objects can be taken down with the proper application of bullets.   The character can use Guns to reduce or raise the border between two zones.  This can be something lasting such as shooting the support beams to collapse a section of the roof to gain access, or something temporary such as shooting a rope holding a weight and using it to pull the character to the roof.  This can also be used to shoot many types of locks.


___________________________

Also, the character possesses an artifact weapon (rifle of some sort).  I was thinking an 1876 Winchester that belonged to Teddy Roosevelt (Hey, weirder stuff has showed up in the Dresdenverse).

[+2] One time discount:  It's a rifle and not easily hidden.

[-1] Big Game Hunter: Gives +1 to guns skill and +2 physical stress when shooting at a creature larger than a person

[-1] Sure Shot: The weapon is exceptionally accurate and gives an additional +2 to guns skill after an aiming maneuver has been performed for a total of +4.

[-1] Big Stick: At some point, the weapon has been blessed by the Church and if used as a melee weapon, counts as a holy item.  Anything that would normally be repelled or take extra damage does so after direct physical contact with this gun.

Also, as a freebie, a limited supply of blessed silver bullets which basically add the Big Stick power to the bullets the gun fires.  The priest that made the bullets has since died, taking with him the secret of their manufacture.

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DFRPG / Funny section of a campaign
« on: May 22, 2010, 09:10:44 AM »
This ties in to a theme that in people in our city go missing routinely.

While off on some side quest, a pixie named . . . . I'm not telling you, but we'll call her Scoot, Scoot appears suddenly and demands payment on a debt the players are currently unaware of.  The players had enough magical sense to know that Scoot couldn't directly lie to them and they must somehow have gained a debt to her.

My players ended up losing a social combat against Scoot.  As a result, the only info about the debt they got was "There are no air holes in the box!" and Scoot disappears quickly looking a bit worried.   The info would have been slightly more informative if they'ed won...

My players continued about their business with the side quest and ended up getting jumped by weeping angels (see a thread I posted a few days ago) and shot back in time (to post civil war era Texas) and are now suspected of being lawbreakers by the wardens.

My players ended up turning themselves in, and after a consulting with the gatekeeper, a warden that soulgazed them, the senior council ostensibly agree that my players aren't law breakers and let them go, but do not help them get back to their own time.

Scoot, 11 inches tall, has been watching the trial and was there they decided to turn themselves in.  After pooling their collective lack of resources a hundred years before any of them are born, they agree to a deal they broker with Scoot.

My players get back to their own time.

Scoot gets a favor with a few conditions:
Will take no more than 15 minutes of their time.
Will break no mortal laws.
Will break no laws of magic.
Will not antagonize supernatural nations


Scoot leads them into the Nevernever.  A small army of little folk are standing guard over a linen closet that looks to be of mortal make.  For all intents and purposes, they're treating the linen closet as a fort.

Scoot shoves my players into her stronghold, and does the funny time thing of the Nevernever.  Scoot is only powerful enough to do that to the inside of her box.  It's a very cramped box.

Suddenly Scoot opens the box looking concerned and says "whew... Well, I guess you didn't need air holes anyway."

The party emerges from the box in their own time.  They also notice that Scoot has shrunk from 11 inches to 9.  Also, half of her guards from around her linen closet aren't there.

Scoot calls in her favor and leads them to an unfamiliar city.  Another person meets the party and Scoot there and provides a bag of nails.  Scoot commands the party to dump the nails outside the basement windows of an old building and at the bottom of a staircase leading down.  While they're trying to figure out where they are and how to get home, a bus drives by with Chicago Transit Authority plastered all over one side.

After my guys lost control of their bowels... out of character... they don't know Harry... they start reviewing the terms of their deal with Scoot and decide to leave a note telling the resident of the basement apartment about the nails and that they were under oath to put them there, and that he might want a magnet.

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DFRPG / WCV faction for Port Arthur, Texas game. House Costa
« on: May 21, 2010, 05:12:27 PM »
Alright, my group is getting together later today for the first time and I was curious what the rest of you might think of this.


House Costa

Face: Pierre Costa, a handsome and charming "young" man, business associate with many in the community and friend to the politicians.

Background:  They were once a rising power in the white court and were moving into position to take the place of one of the other three major houses.  To help ensure their ascension to power, their leader at the time, Adriano Costa, bartered a deal with Titania of the summer fae.  The deal went sour and Titania leveled the stronghold of House Costa, New Orleans.  Having gotten wise to the scheme, the other major houses used their influence to cripple the government response to the crisis.  House Costa has since fallen into disgrace and infighting with localized factions scattered across the gulf coast of the United States.

Feeding Habits:  As all white court vampires, House Costa can technically feed on any emotion, but prefers greed.

Primary Weakness: Significant acts of charity.  Giving a dollar to a bum doesn't count for much.  Neither does having money taken out of your paycheck and having it automatically donated to children in Darfur.  It has to be a conscious act of selflessness for another.   However, something like sitting down with a bum for a moment and sharing your lunch with him counts.  Or volunteering at a soup kitchen for selfless reasons... something along these lines.  You lose the protection this offers when you do something greedy. 

Side note: If you're down on your luck and somebody gives you something that would have given them protection from House Costa, that item would have similar effects on House Costa as House Raith touching the wrong wedding ring.

Local Enemies:  There is a Buddhist Temple in Port Arthur where an order of monks struggle to hold back the tide of greed and corruption House Costa has brought to the city (both have been here since before Titania's storm).  Also, because House Costa has repeatedly attempted to get a license to open a casino, they've also made enemies among the local Native Americans, though there isn't a huge presence of them in the city.

Local Stronghold:  Pierre Costa owns and operates Central Mall and many of his children work as security guards there.  The guards roam the mall compelling people to want things, occasionally causing people to shoplift.  When they catch a shoplifter, he or she is led back to the security area in the mall where they are fed upon.  Pierre is above such small game and does all of his hunting at the nearby golf course where he manipulates local politics and business through greed.





Thoughts?

10
DFRPG / NPC: Lonely Assassins / Weeping Angels
« on: May 14, 2010, 12:33:54 AM »
I don't know how many Doctor Who fans there are around here, but this is a port of my favorite villains from that show, the weeping angels.


Weeping Angel
[+2] Human Form* with involuntary change 
--Trigger: Any character or creature is looking at Weeping Angel, reverts when no one is looking
[-2] Inhuman Strength
[-2] Inhuman Speed
[-1] Mana Static
[+1] Feeding Dependancy

--Must use "Potential Energy" Consumption (see below) to avoid hunger stress unless a source of radiation is available.  Consequences must involve losing supernatural powers.

[-2] Beast Change (Angel Statue)
[-8] Physical Immunity (tied to beast form)
--Catch: Cannot make any action while immunity is active, any action in progress is interupted.


Custom Supernatural Powers

[-3] Corrupt Soulgaze
Any character that looks into a Weeping Angel's eyes long enough for a soulgaze must roll their conviction score against the Weeping Angel's deception score.  If that character fails to win, he or she suffers from hallucinations that get increasingly worse as time progresses, eventually resulting in the affected character becoming a Weeping Angel in reality.

The effects of the hallucinations include, but are not limited to:
Weeping Dust- reduces awareness by 1
Body parts made from stone- reduces athletics by 1 per body part

Characters affected by hallucinations may choose to keep their eyes closed to negate the effects as long as their eyes are kept shut.  Normal penalties for taking action in total darkness apply, any abilites that allow characters to see in the dark do not affect this state.

To permanently clear the hallucinations, the angel that triggered the corrupt soulgaze must be destroyed, or the be cured by ritual means (spiritual or arcane)

[-4] Image of an Angel
Any depiction, be it digital, analog, or simple drawing, of the Weeping Angel gains sentience and will attempt to become a full Weeping Angel.  The process will begin with the image moving while no one is looking at it and progress to the image being projected anywhere in the zone that contains the image.  Shortly after, the image gains solid form.  The change will be complete when the projected image kills another sentient being.

This change can be stopped if the original image can be disrupted.  For example, if the image is displayed on a Television, unplugging it would disrupt the image and stop the change.  Careful note:  The image will attempt to resist disruption.  Simply pressing the power button on the Television will not work, as the angel will turn it back on before it fades away.  The ability to resist disruption is at the discretion of the GM.

[-2] Perfectly Silent
Weeping Angels make no noise when they move.

[-4] "Potential Energy" Consumption
If a weeping angel connects with a melee attack, the weeping angel can choose to feed.  If the angel chooses to do so, the target of the attack is sent into the past where they will "live to death" and the weeping angel gains energy from the "unlived life"


Total:  -25 refresh




What do you guys think?

Source Material:
http://www.youtube.com/watch?v=sH0R01gP3m0

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