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Topics - bobjob

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16
DFRPG / Injun Joe's shape shifting abilities
« on: February 08, 2011, 10:35:07 PM »
I just started running a campaign and am thinking of a shape shifting shaman like Injun Joe. The problem is, I've been having issues statting up his particular shape shifting abilities. I could do it like the other were-creatures in the YS core book, but I was hoping to find a way to do it with just a spell. In the books Injun Joe did it so fast in the fight with the Naaglioshii that to me it would be an evocation. I mean, that is essentially what the Alphas shape shifting is, a highly specialized evocation.

Has anybody tried to stat this out for your own campaigns/characters?

17
DFRPG / Fan Created monsters
« on: February 04, 2011, 07:00:29 PM »
I'm curious what monsters and other creatures (demon, fairy, etc) that y'all have created. I'm getting ready to run a game and am looking for inspiration for some baddies that my players might not have read about the in the books (thus expanding the NeverNever for eveeeeeeeerybody's benefit).

So far all I've statted out are a few new Vampire Courts, but I'm currently working on orcs as well. I'd love to read some of yours if you'd like to share.


Jade Court – The very secretive major vampire court whose power base lies is in Asia, the Jade Court Vampires are chi and magic eaters, whether mortal, faith, or magical abilities that stem from the NeverNever. If a Jade Court Vampire is powerful enough, he can even eat a Wizard's Death Curse. Jade court Vampires are resistant to mundane physical harm, but once they take a mild consequence; they are no longer immune to physical harm until they heal.

High Concept: Jade Court Vampire
Skills: Vary by individual
Powers: Magic Eater (-1), Drain Magic (-1), Feeding Shield (-2), Supernatural Sense (-1; Smell Magic using Lore), Human Guise (-0), Feeding Dependency (+1; affects the following powers): Inhuman Strength (-2), Supernatural Toughness (-4), Inhuman Recovery (-2), The Catch (+4; Mundane weapons. Once they take physical consequences from mundane weapons, the Toughness goes away: they lose the extra stress boxes if they have a mild physical consequence and lose the benefits of the ability entirely once they've taken something moderate or worse)
Stress: Physical +4 (for Supernatural Toughness)
Total Refresh: -8

New Abilities:
Magic Eater (-1) - You can (and with Feeding Dependency, must) "eat" magic. Feeding on magic sustains you more fully than any other food might.
Skills Affected: Discipline, Conviction
Effects:
Taste for Magic - You draw in ambient magical energy, serving a bit as a magical sponge. When a magically active being is close to you, you may draw on some of his talent and life force to sustain you. This is done as magical attack using your Conviction against their Discipline. If you have the Drain Magic ability, draining magic and feeding on it may be done as a single action, based on a single roll. On subsequent exchanges, if the magic user is still able to cast you may continue to feed, gaining a +1 on the roll.
The Taste of Death - Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate "free" recovery period equal to an extra scene. This will clear your stress track and mild physical consequences, and possibly larger consequences if you have any ability that lets you heal quickly.
Feeding Frenzy - When in the presence of magic, you feel a nearly uncontrollable urge to attack. The GM is within his rights to call for Discipline rolls to resist the urge. In some cases, the urge may take the form of a compel against your high concept.


Drain Magic (-1) - You are able to drain magical effects, either attacking a mortal caster's abilities or directly attacking supernatural beings of the NeverNever.
Skills Affected: Discipline, Conviction
Effects:
Mana Drain - If you can touch someone with magical powers, you can drain their ability to access these powers. You're able to do maneuvers at +2 to your roll (using Conviction) that forces a magic drain on a target (as a temporary aspect), so long as you're in the same zone as he is and you can physically touch him. The victim defends with his Discipline. You may be able to prevent the victim from taking other actions as well if you do this as a block (page 210) instead of as a maneuver.
At Range (-1) - You may use this ability on targets up to one zone away without touching them.
Lasting Drain (-1) - If you increase the refresh cost of this ability by 1, you gain the ability to do a Mana Drain as a mental attack instead of a maneuver. If such an attack hits, you gain a +2 stress bonus on a successful hit (as though it were a Weapon:2), increasing the chances of inflicting a mental consequence (and thus a more lasting mental state). The victim defends with his Discipline
Potent Drain (-1) - The Lasting Drain upgrade is a prerequisite to this one. you get another +2 stress bonus on successful attacks as per Lasting Drain, as though you had Weapon:4.

Feeding Shield (-2) - This ability functions as a focused form of Evocation, giving access to an automatic rote block that works at the Jade Court Vampire's conviction. Any portion of a magical attack that is swallowed by this block is considered eaten and used to satisfy the Feeding Dependency catch
Ravenous Shield (-1) – A refinement of the Feeding Shield, for an additional 1 refresh, the rote block can be upgraded to block one additional power shift. Once the Feeding Shield has consumed a total of 8 refresh, swap it for Physical Immunity (Magic).



Amber Court – A minor vampire court whose power base originated in Ethiopia, the Amber Court only consists of roughly one hundred total members due to their unique biology. Thousands of years ago, the Archangel Raphael destroyed the physical form of a powerful spirit of Hunger. Sensing his demise, the spirit sent a huge portion of his power into an amber formation located in a cave. After several hundred years, the power of the spirit began to coalesce in the dreams of the spiritually attuned nascent magic users of the region, showing them how to replace a mortal heart with a piece of the amber to make them immortal and provide them with power. The first Amber Court vampire was created from a tribal king who wanted to control the power of the entity, thus creating the King of the Amber Court. The King was killed and his heart removed and replaced with a specially crafted chunk of amber stone in an elaborate ritual. Upon reawakening, he consumed his original heart which activated his powers for the first time. Amber Court vampires are reanimated dead who not only must eat hearts in order to survive, but gain their enemies special abilities.

High Concept: Amber Court Vampire
Skill: Vary by individual
Powers:
Item of Power (+1) Heart of Amber affects the following powers:
Living Dead (-1), Pack Instincts (-1; can sense other Amber court through their Hearts of Amber), Spider Walk (-1), Feeding Dependency (+1; affecting the following powers): Mimic Abilities (-4; can be bought up to higher levels), Inhuman Strength (-2), Inhuman Speed (-2), Inhuman Toughness (-2), The Catch (+2; wounds from holy objects. Also dead is dead if you manage to remove and/or destroy the Heart of Amber)
Stress: Physical +2 (for Inhuman Toughness)
Total Refresh: -9


Grey Court – If you thought the Jade Court were enigmatic, try getting information on a vampire that can steal its very existence from your thoughts. Often referred to among their own kind as Takers, the first Grey Court vampire was thought to be a NeverNever entity that took over a deceased body, that is until it realized someone knew of its existence and fed on those memories. This enigmatic court is named, if anybody remembers to name them at all, after the grey mind fog that their abilities produce.

High Concept: Grey Court Vampire
Skill: Vary by individual
Powers: Living Dead (-1), Human Guise (-0), Thought Vampire (-1), Steal Thoughts (-1), Feeding Dependency (+1; affecting the following): Glamours (-2), Domination (-2), The Sight (-1), Gaseous Form (-3), Mimic Abilities (-3)
Stress: Depends on skills
Total Refresh: -14

New Abilities:
Thought Vampire – You are sustained by the thoughts of others, ravenously devouring the very essence that makes each person unique.
Skills Affected: Lore
Effects:
Feeding Touch – Physical contact is where it’s at for a satisfying, long-term meal. When a victim is in the caught up in a powerful memory (usually easy for a Grey Court vampire using his Steal Thoughts ability), you may draw some of his life force out of him to sustain you. This is done as a psychological attack with an appropriate skill (usually Lore). If you have the Steal Thoughts ability, inciting the memories and feeding on them may be done as a single action, based on a single roll. On subsequent exchanges, if the memory is still in place you may continue to feed, gaining a +1 on the roll.
The Taste of Death – Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate "free" recovery period equal to an extra scene. This will clear your stress track and mild physical consequences, and possibly larger consequences if you have any ability that lets you heal quickly.
Feeding Frenzy - When in the presence of powerful memories, you feel a nearly uncontrollable urge to attack. The GM is within his rights to call for Discipline rolls to resist the urge. In some cases, the urge may take the form of a compel against your high concept.

Steal Thoughts -1 –
Skills Affected: Lore
Effects:
Memory Loss- If you can touch someone, you can cause them to lose surface thoughts. You're able to do maneuvers at +2 to your roll (using Lore) that forces Memory Loss on a target (as a temporary aspect), so long as you're in the same zone as he is and you can physically touch him. The victim defends with his Discipline. You may be able to prevent the victim from taking other actions as well if you do this as a block (page 210) instead of as a maneuver. Alternately, if you can touch someone, you cause them to start remember things they may have been forgotten. You are able to do maneuvers at +2 to your roll (using Lore) that places the temporary aspect Memory Enhancer on your target. The victim defends with his Discipline unless they are willing to have their memories enhanced. The newly heightened memory can then be devoured if you are also a Thought Vampire.
At Range (-1) - You may use this ability on targets up to one zone away without touching them.
Lasting Drain (-1) - If you increase the refresh cost of this ability by 1, you gain the ability to do a Memory Touch as a mental attack instead of a maneuver. If such an attack hits, you gain a +2 stress bonus on a successful hit (as though it were a Weapon:2), increasing the chances of inflicting a mental consequence (and thus a more lasting mental state). The victim defends with his Discipline
Potent Drain (-1) - The Lasting Drain upgrade is a prerequisite to this one. You get another +2 stress bonus on successful attacks as per Lasting Drain, as though you had Weapon: 4.

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