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The Dresden Files => DFRPG => Topic started by: devonapple on February 05, 2012, 05:27:35 AM

Title: Dryads
Post by: devonapple on February 05, 2012, 05:27:35 AM
Dryads sound like they would logically be Wyldfae.

I'm wondering if their allegiance would shift not by choice, but by season. Moreover, if a given locale was experiencing a longer-than-normal season, would the dryads in the area remain loyal to the prominent Court, or shift according to the actual calendar season?
Title: Re: Dryads
Post by: Blackblade on February 05, 2012, 05:59:07 AM
Dryads strike me as more of a Summer fae, possibly as the counterparts to Winter's nymphs.  They're associated with trees, growth, and life, all of which fall within Summer's domain.
Title: Re: Dryads
Post by: Sanctaphrax on February 05, 2012, 06:08:51 AM
They do seem Summer-ish to me, but the seasonal shifting idea is cool enough that I might use it anyway.

What kind of stats were you planning to give Dryads?
Title: Re: Dryads
Post by: UmbraLux on February 05, 2012, 06:13:41 AM
I like the seasonal allegiance concept.  It fits with the courts being stronger during the matching season.  If some fae transition, it helps move power between the courts cyclically.
Title: Re: Dryads
Post by: devonapple on February 06, 2012, 05:28:51 PM
In my game (Fog City, aka San Francisco), the Dryads are all Summer fae, but I'm wondering if I should deepen the plot by establishing the tactical reasons why Summer has theoretically chosen to overstay their time in San Francisco, and I'm thinking that the Dryads could be the key to something Summer wants (or trapping something Winter wants), and that keeping their locality "Summer" ensures that their allegience never seasonally shifts to Winter.

As for what to give them, I'm imagining:
Glamours (they veil themselves a lot)
Inhuman Strength (or greater)
Inhuman Toughness (bark skin)

I'm also considering giving their Sidhe Dryad leader the Incite Emotion (Lust) power (on the theory that Nymphs are basically advanced Dryads), and definitely Sponsored Magic (Summer).

I just thought of giving her a Breath Weapon (Gaze) like the old D&D Nymph ability (so beautiful that looking at one could kill) and having her show up to the parley wearing an actual veil over her face. It would be an effective drama point, but I wonder that it may be perhaps unnecessary if she already has the Glamours power?

And speaking of Glamours: the Gruffs ostensibly have Glamours, but we always see them in their natural form. Obviously the readers want to see awesome Billy Goats Gruff running around, but if one were playing an actual Gruff, what would one's motivation be to stay au naturel when running through Chicago, or anywhere, really? Or should we assume that they are simply veiling themselves from most of humanity?
Title: Re: Dryads
Post by: Vargo Teras on February 06, 2012, 08:04:19 PM
I wouldn't use a breath weapon for blinding beauty; it seems a lot more like a high-value Incite Emotion, since it should inflict mental stress.

As far as the gruffs: they may have been covering themselves with seemings when not actively attacking, and simply not wanted to split the attention when actually fighting.  Or it may be a point of honor for them, part of an old bargain or oath, etc.
Title: Re: Dryads
Post by: devonapple on February 06, 2012, 08:35:33 PM
Here is my initial writeup (also posted to the Resources board):

Dryad (Walking the Beach)

High Concept: Wyldfae Tree Spirit
Other Aspects: Bound to My Tree; Seasonal Allegiance; Mortals are my Playthings
Skills:
Great (+4): Rapport
Good (+3): Survival, Deceit
Fair (+2): Athletics, Stealth
Average (+1): Alertness, Conviction, Endurance, Investigation, Might, Presence
Stunts:
Alluring (Deceit): As a child of nature, you have centuries of experience in charming mortals. You gain a +2 to Deceit checks for seduction attempts.
Traceless (Stealth): You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
One with the Trees (Stealth): You are a master of arboreal subterfuge. Add two to your Stealth as long as you are in woodlands, and the difficulty of moving stealthily through plant-based borders is reduced by two.
Powers:
Glamours [-2]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
The Catch [+4] is cold iron and such, as well as fire
Total Refresh Cost:
-9
Refresh Total:
-4
Stress:
Mental OOO
Physical OOO(OOOO), Armor:2
Social OOO

Dryad (Walking the Beach) - tougher concept

High Concept: Wyldfae Tree Spirit
Other Aspects: Bound to My Tree; Seasonal Allegiance
Skills:
Great (+4): Stealth
Good (+3): Survival, Fists
Fair (+2): Athletics, Alertness, Deceit
Average (+1): Endurance, Investigation, Might, Presence
Stunts:
Animal Magnetism (Survival): As a child of Nature, you may use your Survival skill when making seduction attempts.
Traceless (Stealth): You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
Sneak Attack (Stealth): You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
One with the Trees (Stealth): You are a master of arboreal subterfuge. Add two to your Stealth as long as you are in woodlands, and the difficulty of moving stealthily through plant-based borders is reduced by two.
Powers:
Glamours [-2]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
The Catch [+4] is cold iron and such, as well as fire
Total Refresh Cost:
-10
Refresh Total:
-5
Stress:
Mental OO
Physical OOO(OOOO), Armor:2
Social OOO
Title: Re: Dryads
Post by: UmbraLux on February 06, 2012, 10:41:00 PM
For what it's worth, I don't see dryads as being primarily stealth and combat focused.  I'd reduce those skills in favor of social skills.  Regarding the catch, how are you costing it?  I thought the standard fae catch was +3.  (I could be wrong, operating from memory.)
Title: Re: Dryads
Post by: devonapple on February 06, 2012, 10:52:30 PM
The Summer Dryads in my game are currently squaring off against Winter Malks, so I'm opting to make them more potent.

As for the Catch:
Powers protect against everything except something specific: +0
Rarity: Catch is reasonably accessible but not commonly carried: +2
Discovery: known to almost any supernaturally aware person: +2
+1 for there being an added component (fire)

If you call shenanigans on making it +5, I can concede.
Title: Re: Dryads
Post by: Sanctaphrax on February 06, 2012, 10:55:08 PM
The Catch should be +4. Additional components aren't worth squat.

One With The Trees is pushing it, but who cares?

Gruffs really shouldn't have Glamours. I don't know why OW handed out Glamours so liberally.
Title: Re: Dryads
Post by: devonapple on February 06, 2012, 11:03:36 PM
The Catch should be +4. Additional components aren't worth squat.

One With The Trees is pushing it, but who cares?

I'll cost the Catch as +4 then, and keep One with the Trees. Though I could just reskin Cloak of Shadows for a more supernatural version.

I'm also establishing that Sidhe Dryads *can* choose their Court permanently, and while they are still bound to their tree, it becomes a Demesne, and their tree is actually in the Nevernever now, not in the mortal world.

I am going with the premise that Wyldfae who are promoted to Sidhe status get to overcome certain limitations which are ordinarily part and parcel of their kind, like the Erlkin being like a superpowered Goblin. Sidhe Redcaps, in my game, won't have quite the need to wash their caps in blood. Sidhe Pixies can opt to be the size of regular Sidhe. That sort of thing.

Speaking of a Sidhe version:

Summer Sidhe Dryad Assassin (In Need of A Snorkel)
Other Aspects:
I Enjoy My Work; Fascinated by Mortals; Bound to My Tree in the Nevernever; Wicked Temptress

Stats:
Phys: OOO(OOOO),Armor:2  Ment: OOOO  Soc: OOO

Skills (45, cap Superb):
Superb (+5): Stealth, Deceit
Great (+4): Conviction, Discipline, Rapport
Good (+3): Athletics, Lore, Survival
Fair (+2): Alertness, Investigation, Presence, Weapons
Average (+1): Endurance, Empathy, Fists, Guns, Might, Presence

Stunts:
Animal Magnetism (Survival): As a child of Nature, you may use your Survival skill when making seduction attempts.
Traceless (Stealth): You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
Sneak Attack (Stealth): You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Surprise Attack (Stealth): When preparing or carrying out an ambush, add two to your Weapons skill.
One with the Trees (Stealth): You are a master of arboreal subterfuge. Add two to your Stealth as long as you are in woodlands, and the difficulty of moving stealthily through plant-based borders is reduced by two.

Powers:
Demesne [–1] - Original Bound Tree in the Nevernever
Greater Glamours [-4]
Seelie Magic [-4]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
The Catch [+4] is cold iron and such, as well as fire

Total Refresh Cost:
-18
Refresh Total:
-5
Title: Re: Dryads
Post by: UmbraLux on February 06, 2012, 11:16:06 PM
The Summer Dryads in my game are currently squaring off against Winter Malks, so I'm opting to make them more potent.
I agree with Sanctaphrax on the catch.

If you do want the dryads more combat capable, have you considered using Weapons in place of Fists?  Bows, staves, and other wooden weapons seem to fit a 'tree sprite' better than brawling or martial arts.

I'm also establishing that Sidhe Dryads *can* choose their Court permanently, and while they are still bound to their tree, it becomes a Demesne, and their tree is actually in the Nevernever now, not in the mortal world.
That makes sense, I'll steal it if I ever introduce dryads.  :)
Title: Re: Dryads
Post by: devonapple on February 07, 2012, 12:08:14 AM
If you do want the dryads more combat capable, have you considered using Weapons in place of Fists?  Bows, staves, and other wooden weapons seem to fit a 'tree sprite' better than brawling or martial arts.

In truth, in the LARP from which I developed my Fog City Dryads, they were weapon-using, but I was hoping to leverage their treelike strength and make them something more primal than social tree sprites. But if there is no love for making them teeny Entwives, that is alright.
Title: Re: Dryads
Post by: UmbraLux on February 07, 2012, 12:15:12 AM
My vision of a dryad may well differ from yours.  I'm just tossing ideas out, no need to change if you prefer a different model.  :)
Title: Cloak of Ivy
Post by: devonapple on February 07, 2012, 12:15:55 AM
Cloak of Ivy [–1]

The Forest for the Trees. Perception skill rolls are not penalized by foliage.
Melt into the Greenery. +2 bonus to your Stealth rolls when hiding in a reasonably sized area of trees or other foliage.
Title: Re: Dryads
Post by: Silverblaze on February 07, 2012, 04:15:59 AM
I'm likely in the minority here.

I really don't think combat when I think dryads.   A combat worthy one should be a notable NPC.

Maybe give them some type of summer magic if you want them to pose a threat in physical combat?
Title: Re: Dryads
Post by: Sanctaphrax on February 07, 2012, 05:02:48 AM
Fantastic skills seem like too much for a random Sidhe Dryad.

And if said Dryad is expected to use Summer Magic, said Dryad should really have Conviction and Discipline and Lore skills.
Title: Re: Dryads
Post by: devonapple on February 07, 2012, 05:47:33 PM
Fantastic skills seem like too much for a random Sidhe Dryad.

And if said Dryad is expected to use Summer Magic, said Dryad should really have Conviction and Discipline and Lore skills.

This is a named character in my game, so not a random Sidhe, but point taken, especially re: the spellcasting skills.

I have updated both writeups!
Title: Re: Dryads
Post by: Sanctaphrax on February 07, 2012, 08:09:46 PM
Looks good to me now, except that Supernatural Toughness is written as Superhuman Toughness for some reason.