Might not be human. A raven, for example, would have Dimunitive Size, Wings, and Echoes Of The Beast.
Glad to hear it, ralexs. Any ideas for mortal practitioners who aren't warlocks or White Council members? Because I'm a bit stumped.
There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)
Thanks for all of the great ideas!I trimmed most of it out, but its definitely getting used. Even if I have to force feed it to people! :P It's a great list, and you're planned stuff looks fun.
....
Drahsna, the NPC list is a great help.
....
Improved Wardcrafting (Lore): All wards include warning system for no added complexity.Point of order: I fairly sure you can't take a stunt that affects your supernatural powers. You'd probably be better off taking another Level of Refinement for another foci that adds Ward Complexity. You might actually be able to .. no, wait, that wouldn't make sense. I was thinking you could possibly get a +3 to Complexity as this focus item is only used for making sure Wards have the warning system, but you only need 2 complexity for that.
Seems we both got it wrong.
Well, I haven't read Even Hand. What do they say about the Fomor King in it?
1. He's got "Fly [-2]" listed as a possible power. I assume that you mean Wings, but that's a [-1] power.
2. His Refresh Total is -6 where it should probably be 1.
3. He only has Good Fists. This isn't exactly a mistake, but it's odd.
Incidentally, I like the use of Modular Abilities to model magical martial arts. I've thought about how to stat magical martial arts before, and now that I see this I realize that it's much better than what I had in mind.
I hate to nag like this, but you seem to have added a couple of typos in making those changes. He's got two options that give Inhuman Toughness now, and there's an extra comma after Endurance in the skill list.
I'd like to take a moment to point out that I've never been diagnosed professionally with OCD or any similar disorder.
Demonic Zombie (Up To Your Waist)
High Concept: Demonic Zombie
Other Aspects: Demonic Mutations, My Drum Beats Like A Heart
Skills:
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Discipline
Average: Stealth, Conviction, Presence, Lore, Deceit
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Claws [-1]
BRAAAINS! [-1] (treat as Blood Drinker)
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5
Sphinx (Chest Deep)
High Concept: Sphinx
Other Aspects: Guardian Beast, Master Of Riddles, Sphinx Means "To Strangle"
Why?
The catch on my zombies is unknown because the canonical catch on zombies is unknown. Still, you can feel free to give them a real catch in your game. I recommend salt, since everthing and its mother is vulnerable to holy items.
I seem to have overwritten the stats of Zombie Chimera #3 with those of the Shade. I'm afraid that I don't remember exactly what the stats of Zombie Chimera #3 were originally. Can anyone help me with this?
Wow. I must admit, I didn't expect such an enthusiatic response.Organized Crime Outfit Right Hand Man. Basically, the lieutenant for the boss of an Organized Crime Outfit (mafia, yakuza, etc).
Three problems:
First, the OC Outfit Right Hand Man. I don't know what that is.
Second, the Fenrir Wolf. vultur already made one of those, it's on the mythical creatures thread.
Third, I'm not entirely sure how to stat Cylons and orks. I don't know what powers they should have or what version that the requester has in mind.
I think I'll start with the Giant Snake, the Bouncer, and the Angel. Expect them later today or perhaps tomorrow.
That guy looks like the kind of guy who gets his face broken when he tries to scare a jumpy PC :) ....If he's lucky. If he tries to jump--or even walk menacingly--near a wizard, he might just end up roasted.
I'd love to see this idea developed some more. What sort of skills were you planning to give these molemen? And what did you have in mind for their deities?
Wolf Ghost (Up To Your Waist)
...
Pack Instincts [-1]
...
-19
Refresh Total:
-12
And with that, I'm out of thrope ideas. Before I move on to werecreatures, I want to make one really powerful and impressive thrope.
Any ideas?
All good ideas, but not really what I'm looking for. I'd like to make something that stands head-and-shoulders above ordinary thropes. Like a dracothrope or something like that.Elephant therianthrope.
I think I'll make the crocothrope wrestler, but I'm not sure what would be a good condition for him to use his powers in.
And I still need a super-thrope idea of some kind.
And I still need a super-thrope idea of some kind.
Formithrope Queen (Chest Deep)I now need to add Channeling [Earth] to this character, just so she can use lightning attacks. After all, Resistance Is Futile. :D
High Concept: Formithrope Queen
Other Aspects: You Will Be Assimilated, I Have Drones For That, No Reason Not To Be Civil
Skills:
Great: Contacts, Presence, Discipline
Good: Resources, Fists, Endurance
Fair: Deceit, Empathy, Alertness
Average: Athletics, Rapport, Conviction
Stunts:
Bolstered Presence (Presence): +2 to Presence when drones are present.
Scary Underlings (Presence): May use Presence to intimidate as long as drones are present.
Influence Of The Hive (Contacts): May use Contacts to hire people.
Never Without A Few Drones (Contacts): May use Contacts to declare presence of drones.
Powers:
Echoes Of The Beast (Ant) [-1]
Hive Instincts [-1]
Domination (Master Dominator) [-4]
Inhuman Recovery [-2]
Total Refresh Cost:
-12
Refresh Total:
-4
Is that a Star Trek reference? I've never seen the show, I just stole a line from it.Oy. Yup, it's a reference.
Anyway, Master Dominator lets you create enhanced Renfields with Inhuman Strength and Recovery. I think that maybe the queen's enhanced Renfields/drones should also have Human Form (only while the queen is present) modifying their physical powers, Echoes Of The Beast (Ant), and Hive Instincts. Same refresh cost, but better flavour.
Does that sound reasonable?
Not really satisfied with the catch on this guy or the werebear. Alternate suggestions are more than welcome.Yeah, that'd only work against a were-crab, and only FOR MASSIVE DAMAGE! ;D
...
The Catch (weak points) [+1]
Going to take a crack at a few D&D classes now.
Barbarian (Chest Deep)
High Concept:
Other Aspects:
Skills:
Superb: Weapons, Endurance
Great: Athletics, Alertness
Good: Might, Fists
Fair: Survival, Discipline
Average: Intimidation, Conviction
Stunts:
Rage (Weapons): May go berserk in combat, attacking until death. When berserk, attacks are at +1 and inflict +1 stress but defence is at -1.
Uncanny Dodge (Alertness): +2 when rolling against surprise.
Fast Movement (Athletics): +2 to sprint.
Uncontrollable Will (Discipline): +3 to Discipline for mental defence when Rage is active.
Powers:
Human Form variant (powers only available when using Rage stunt) [+1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-7
Refresh Total:
1
Ritual (Animate Trees) [-2]
That being said, your post makes it sound like Ritual (Animate Trees) is a better idea than I thought it was. So, yay.
We need to make a custom power that grants you access to one spell and one spell only (or at least a limited list) if we want to convert D&D characters to DFRPG ones. I'll give it a try soon. Suggestions are welcome.
what are the advantages of making his breathe weapon a weapons 4
Another D&D class for y'all.
Monk (Chest Deep)
High Concept: Kung-Fu Monk
Other Aspects: Purity Of Mind And Body, Ki Strike
Skills:
Superb: Fists, Discipline
Great: Athletics, Alertness
Good: Conviction, Endurance
Fair: Investigation, Empathy
Average: Stealth, Lore
Stunts:
Improved Grapple (Fists): May grapple with Fists.
AC Bonus (Athletics): +2 to Athletics defense rolls while unarmed and unarmoured.
Slow Fall (Athletics): Each shift on an Athletics roll counts as 1 armour against falling damage as long as a wall is within arm's reach.
Powers:
Improved Unarmed Strike [-1] (Reflavoured Claws)
Inhuman Speed [-2]
Ki Strike [-1] (Unarmed attacks satisfy catches of magic, adamantine, and law)
Total Refresh Cost:
-7
Refresh Total:
1
(http://blog.echoenduring.com/wp-content/uploads/2009/07/moiraine-500x697.jpg)
DAIRA ANISHA
High Concept: Former Gatekeeper
Trouble: Mists of Space and Time
Other Aspects: Daughter of Asha Vahishta, Not a Matter of When But How, Fires of Creation, Defiance in the Face of Armageddon, Teacher of Magic
Former Gatekeeper: The short, slim, young-looking brunette in the heavy blue robe would not strike anyone as a senior member of the White Council. Quiet and more than a bit weird, she focuses on her job; the overseeing of future threats and maintenance of the Wardings against them. Few would be aware of the number of threats and possible threats the future holds for mankind and fewer still would be aware of the entities the Outer Gates keep away and the Wards all over the world created for the sole reason of keeping them away. Aside from that, there's the job of training the future Gatekeeper just in case something unforeseen happens, guiding the council away from threats they know nothing about in the present and helping raise and maintain Wards for other, more immediate purposes. It is no wonder the Gatekeeper is the least seen member of the council - she has little time for anything other than her job and plots.
Naturally, most of the above would have changed after Daira's supposed death in 1961. Old age failed her, some would say, in that major battle. Others believe she was killed directly by one of Kemmler's greater demon allies. Of course, in the middle of combat nobody can be sure what is really going on and with the number of greater demons, outsiders and undead present that day, no wizard dared use The Sight. That only two of Daira's apprentices ever knew she did not age as other wizards did helped her feign her death as it helped hide countless other plots.
Invoke: on any practical aspects of her job and the application of her skills and powers.
Compel: any demands of her position, nature and the responsibilities of one of the guardians of humanity against everything else.
Mists of Space and Time: Some people are visited by horrible but vague prophetic dreams, eventually driven either insane or bitter by the horror. Others are used by powerful entities that speak of their future with their voices, giving prophesies with no regard for the mortal pawn they use. Those people have it easy. Dara can see the future - not a few prophetic dreams or voices but pivotal events where small choices have vast repercussions. That kind of visions though are almost always of things people would not want to know or would never believe could happen, for without hindsight their meaning is hard to grasp - or seemingly insane.
Invoke: to find obscure, esoteric or prophetic knowledge and use prophetic abilities.
Compel: knowledge demands action - or inaction. What if a man betrays the White Council and causes great harm but the harm must be caused so the Council can awaken and avoid destruction due to complacency? Do nothing or act and bring ruin? What if someone turning Warlock for vengeance will stop a black cult from causing great harm and save lives? Do you reveal to them who abducted and sacrificed their little sister? Compel when the greater good demands inaction in the face of injustice or ugly acts so justice can be served.
Daughter of Asha Vahishta: Born in the port city of Surat in 1604 to parents unknown, Daira grew up in a country where her social standing was practically nonexistent and in a time the indian kingdoms were undermined by the Spanish, English and Dutch. Life was hard, but Daira had a secret; she could see things, people's intentions, the meaning of events... choosing the right thing for her was easy. She got off the streets and in a service to a nice family, was betrothed to a wealthy young man thanks to her good looks after some fortuitous "random" meetings and lived better for a time. And then the visions started - that man would die. That building would burn. Daira spoke her mind -it was the right thing to do- and people started noticing. Few were grateful. Others were full of superstition. Some whose plots failed hated the girl. And most thought her mad. So she stopped speaking, and when she discovered her powers she hid them too. In 1664 the Maratha King Shivaji attacked Surat. Daira had seen the attack, used her powers to try to stop it. But she was so used in lying about her visions and concealing her gifts that she never considered to ask for help. Both sides of the conflict were being manipulated by Raksasha which urged the attackers into pillaging and slaughter. The city was sacked for three weeks, countless slain filling the streets, smoke and fire filling the air. It was worse in the night, when the Rakshasa fed. Daira left the city then and went to some mountain monasteries to the north. She learned of her powers, her association with the Aspect of True Wisdom. While she did not find evidence and did not share her ideas with others, she confirmed the identity of her birth mother through a true vision. She learned to tell the truth, to champion it. And when it is wise to stay silent...
Invoke: social skill rolls where knowing the truth, using the truth and championing the truth -and being known to do so- would be beneficial.
Compel: Daira never lies. She often remains silent when it would be annoying to others if she sees the greater good in that silence and her telling the truth may annoy those who prefer lies.
Not a matter of when, but how: Knowing is half the battle. Planning to use that knowledge correctly is two thirds of the other half. Daira spends hours of her time studying countless subjects, objects and concepts, individuals or groups and anything that can be studied. Time is, for her, unimportant before knowledge - not a skill focused in a field but general knowledge about anything. In the end, she often prefers not to act without knowing than act at all.
Invoke: Assessments and knowledge-related rolls about a subject.
Compel: Not acting when results would be ambivalent or without preparation, being cautious and reserved.
Fires of Creation: Fire destroys. Anyone can use it for that. But unlike how many view it metaphysically, Fire is at least as powerful in creation. It is the nuclear furnance in all stars that creates the heat and elements all life is made of. It is fire that shapes all substances at the hands of man to make the marvels of technology. And yes, it can power weapons - but less chaotic, more directed uses are always stronger than mindless destruction, even in destroying things. For Daira, the creative aspect of fire was self-evident, especially given her inherent access to Soulfire.
Invoke: using Fire-related powers, especially in creative ends.
Compel: Daira will tend to avoid direct destruction if there is a chance to resolve a conflict without it, and will strive to create things when the opportunity presents itself. In addition, she has a strong desire to promote order and creativity in the world.
Defiance in the Face of Armageddon: There is time for sowing and time for reaping. A time for silence and a time for words. A time for waiting and a time for action. While Daira will make plans within plans, use her knowledge, her pawns and her foresight to weaken the opposition and build up so many defenses any normal attacks would fail, when the time for a major conflict comes, she does fight. She stands in the center of the defenders' line, facing down whatever horror her visions warned would crawl out of the abyss and unflinchingly holds the line, doing what must be done in her usual tenacity. There is no compromise with those that would upset the natural order of the universe.
Invoke: in any rolls against Outsiders and other enemies threatening to bring about at least nationwide disaster.
Compel: Daira is uncompromising and unbending in her beliefs. She will not do diplomacy with those who have proven themselves enemies of the world.
Teacher of Magic: The keepers of knowledge have the responsibility of gathering that knowledge, lest it be forgotten, and guarding that knowledge, lest it fall in inept or dangerous hands. But they also have the responsibility of passing it down the generations. At the very least, Daira is responsible for training her successor in the position of Gatekeeper, or at least recognizing promising talents and testing them for suitability in that position. Naturally, evens and circumstances have demanded she intervene and share knowledge with other wizards in various ways; though few know it, she is responsible for arranging the tutelage of more than a dozen major talents in the past two centuries.
Invoke: rolls to recognize magical potential or suitability for a form of magic, influence with wizards she's trained.
Compel: a need and desire to correctly guide the rare true prodigy, training the next Gatekeeper, demands of wizards she has trained on her advice.
Languages:
Mother Language; Sanskrit. Bonus Languages; Avestan, Aramaic, Eme'Gir (sumerian), Ancient Greek, English
Special; when her All-Seeing-Eye raises her Scholarship to 10 for the scene, Daira speaks 5 extra languages, effectively being able to supernaturally
adapt to people she needs to listen to or texts she must decipher. Despite rumors to the contrary, she doesn't have an actual Gift of Tongues.
Skills:
Epic: Lore, Conviction
Fantastic: Discipline, Alertness, Stealth
Superb: Presence, Endurance, Scholarship
Great: Empathy, Craftmanship, Athletics
Good: Might, Weapons, Bows
Fair: Intimidate, Investigation, Survival
Average: Ride, Performance, Resources
Powers/Stunts:
[-3] Soulfire
[-3] Evocation - fire, spirit, earth, air
[-3] Thaumaturgy
[-1] Deep Reserves - two extra mental mild consequences usable only in spellcasting
[-1] The Sight
[-0] Soulgaze
[-0] Unnatural Constitution - as per wizard's consitution with the exception that Daira is actually unaging.
[-0] Cassandra's Tears
[-0] Veil of Obscurity - as per human guise, making Daira appear bland and unremarkable at most times.
[-1] True Knowledge - +1 to effective Lore as long as Daira follows her nature.
[-1] A Few Seconds Ahead
[-1] Mastery of Counterspelling - by sacrificing her next action, Daira can cast a defensive spell, much like using a defensive item
[-1] Aura of Protection - protective energy surrounds Daira. Zones she is in have a minimum threshold of Fair.
[-2] Mind War - as evil creatures toy with minds, she draws out Truth. This ability allows maneuvers/blocks/attacks similar to Incite Emotion with Lasting
Emotion. It is based off Daira's Lore rather than Deceit or Intimidate and is limited thematically to granting, revealing or obscuring knowledge.
[-20] Refinements
[-2] Item of Power – Blue Robe of the Archmagi
It is What it Is: made of meteoric iron gathered over many years and tempered in the fires of Creation, this looks like a robe and cloak but
actually is an exquisitely crafted multilayer full body chainmail. Heavy as a full suit of armor but worth it. Armor 3.
Indestructible: can only be destroyed if its purpose is perverted
Mandate: the robe's purpose is to aid a wearer that promotes knowledge and order in the universe.
One-time Discount: +2 (included in cost)
Power of Truth's Light: this acts as a +6 defensive fire power focus.
Eye of Providence: the symbol of an Eye atop a Pyramid, surrounded by the rays of the Sun and bound within a circle is prominent upon Daira's robes.
The symbol glows with a golden light when its power is called and enables the user to employ The Sight (if they posess the ability) without backlash.
Total Refresh: -39
Adjusted Refresh: 1
Specializations
+7 fire control, +6 fire power, +5 spirit control +4 spirit power, +3 earth control, +2 earth power, +1 air control
+3 crafting frequency, +2 crafting power, +1 foci specialization
Items
Blue Robe of the Archmagi - see Powers
Silver Bracers - +7 defensive fire control
5 seals (potions) at base strength 10, frequency 4, Talisman of the All-Seeing Eye; 3 gems at strength 10, frequency 4
Top gem (diamond) - Glory (block 10 vs Perception - effectively a greater veil)
Left Gem (shapphire) - Protection (ward 10)
Right Gem (emerald) - Knowledge (scholarship 10 effect)
Stress:
Mental: OOOO (2 extra minor consequences, 2 more for magic)
Physical: OOOO (1 extra minor consequence)
Social: OOOO (1 extra minor consequence)
Rotes
Blessing of Life
Thaumaturgy, Biomancy/Soulfire 20 shifts
You infuse the target with a spark of creation fire, warmth and life-force, healing them. This is the equivalent of 20 shifts worth of healing and renewal, though what it could heal depends on the severity of the wounds and how quickly the healing is applied.
Blessing of Knowledge
Thaumaturgy, Divination 16 shifts, +2 for area, +2 for duration
You infuse all allies in an area with a glimpse of the vastness of the universe and the way to understand it, pertaining to the situation or challenge at hand. All people in the area get four sticky aspects applied to them, usually the "Knowledge is Power", "Glimpse of Things to Come", "Spark of Wisdom" and "Divine Insight" aspects though those might vary with the situation. The effect of the aspects lasts longer than normal. On what those aspects can be used depends on the situation, though knowledge almost always helps.
Blinding Glory
Thaumaturgy, Veils/Soulfire 20 shifts
You draw in power and radiance until you glow brighter than the sun both in physical and metaphysical senses. This amount of power floods the senses of anyone looking sat you, forcing their perception away. Mechanically, this is a block against perception (veil) that attackers must beat before they can sense you. It has an advantage over invisibility veils in that it is not an illusion - but it also has the disadvantage that it might make you unseeable but not unnoticed. In fact, you probably write "a soulfire wielder was here" in letters many can read from the highest heaven to the lowest pit. It is possible that rare creatures with very powerful senses abilities can ignore the Blinding Glory altogether without having to roll.
Epic Reflection
Thaumaturgy, Warding 20 shifts
You erect a powerful Ward on a passage, threshold, building or around the caster. Attempts to breach the barrier from outside are blocked and, if not strong enough to breach the barrier, returned upon the attacker in equal measure.
Fires of Heaven
Thaumaturgy, Soulfire 4 shifts, zone-wide 2 shifts, 14 shifts for duration
You infuse an area with the fires of heaven, applying the "holy" sticky aspect to it, making it into hallowed ground and creating a bastion of light where the forces of Darkness would fear to enter. Unlike the brief effects of most magic, this burst of holy power is equivalent to a major holy entity touching the place; the consecration will last for many generations, perhaps forever.
Metafaculty
Thaumaturgy, Divination 20 shifts
Knowledge is Power. That is why practically every wizard makes summonings and divinations for information. Unlike most weaker such spells that contact a limited number of entities, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving the subject in question. You learn about the subject what a knowledge-related skill roll (usually lore or contacts) of 20 would reveal. You might not learn everything but by the time you start learning what said demon's favorite color is or what it ate for breakfast you know you've learned everything useful.
Microcosm
Thaumatugy, Divination/Veils 15 shifts, 5 for duration
Knowledge is Power. Sometimes, when you deny someone that knowledge you can control them far more easily than if you'd attempted to dominate their minds and free will. This spell applies a greater veil on the victiom, denying him knowledge by making whatever you do not want them to know utterly insignificant and immediately forgettable. You could veil a topic, an individual, a series of related actions and whatever else you'd like, depending on how much control you have for such delicate magic. In effect, for the duration of the spell the victim lives in the world as the caster shapes it. Unfortunately, while veiling anything is possible, creating a vision of what si not real is beyond the ability of the spell; you cannot fabricate lies through it.
Sword of Damocles
Thaumaturgy, Binding/Disruption 1/19 shifts
You fashion a binding against some actions on a creature and assign a disruption landmine to the binding to go off if the binding is breached. Instead of creating a powerful binding to make the action impossible, you create the minimum binding possible and the biggest landmine possible (1 shift/19 shifts). The creature is able to easily breach the binding if it tries so it can choose to do the forbidden action anyway. If it exercises that free will though, the landmine goes off, attempting to disrupt the creature's power, severing it from the source and making it powerless. Treat this as a spiritual attack that deals stress - take out does not kill but makes the creature lose its powers instead.
Other Spells
Those spells are not Rotes - Daira has to roll normally - but she uses them quite often all the same.
True Creation
Thaumaturgy, Conjuration/Soulfire 5 shifts for car-sized mass, 2 shifts for object complexity, 13 shifts into duration
Using the Fires of Creation as a matrix to support your energy, you create objects no more massive or mechanically complex than a car. Actual technologically advanced objects do not work but you could create a lot of other things. Unlike most conjurations, this one is powerful enough to last practically forever, even if the objects created are recognizably supernatural. Being made of Soulfire, weapons crafted in this manner are especially potent, harming supernatural creatures far more easily than their weapon rating would suggest.
The Pearly Gates
Thaumaturgy, Conjuration/Soulfire 1 shift for simple object, 19 shifts for extra mass several times over
Using the Fires of Creation as a matrix to support your energy, you create a massive wall from some very hard, very solid material. Considering that only 2 shifts are enough to increase mass from a coin to a car's, and 6 would be enough mass to cover a city park in small animals, 19 shifts would be enough for a massive fortified wall, around a small town - though the wall does not have to be conjured inthat specific shape. The wall is easily recognizable as supernatural and, depending on your craftmanship or any shifts you put into making complex parts, it may or may not have "pearly gates".
First of all, there is no contest to build the most powerful character ever using DFRPG rules.
Secondly, supernatural heavyweights are plain beyond stats, at least using the existing rules. Mab can cause a snowstorm big enough to cover the entire city of Chicago and barely exert herself. Uriel killed the firstborn children of an entire nation. The Morningstar created a circle of Hellfire a quarter-mile across hot enough to instantly obliterate Denarians and powerful enough to cut off the Archive (a lesser supernatural heavyweight herself) without even being present on the same world at all. Any one of those feats would require thousands of shifts of power, not dozens or hundreds. A supernatural heavyweight that is uncontrolled and unbound by rules could well destroy civilization - which is why breaking the balance of Faerie back in Summer Knight was a really bad idea. It is also why summoning Old Ones is a bad idea.
Third, the absolute maximum base power the system allows in evocation if you follow the rules is 24 power. That's nowhere near thousands. So if you follow the rules, you plain can't stat them.
also it fine that u stay out of the debate but you could at least acknowledge that the Almighty stats are kinda funny ;D
This isn't about which plot device is better. It's about the lack of any need to stat out a plot device - because they're pretty much un-stattable.
Exactly. DFRPG isn't a simulation-based combat game (much to the disappointment of some). I mean, it's easy enough to cobble together a pile of Powers and see what sort of a cinematic conflict one can create, and that can be fun for awhile, but the real meat of the FATE system is in the stories you create. Powers are - when you break it down - simply a set of prescribed methods for affecting the story.
Making NPCs with ALL the Powers isn't a challenge. Making the PCs cringe whenever they hear his name or his voice is the real objective. And you don't simply do that by mopping the floor with them in a stand-up conflict. You get that by mopping the floor with their hopes and dreams. For just 15 Refresh you can build an overpowered Warlock who can do as much damage as this guy, run roughshod over all the PCs' lives, exploit and ruin all of their meaningful relationships, and generally make the game a real challenge for them. He may not be able to automatically bend the Outer Gates open, but he could try, and try his darnedest to feed the PCs to his Old One Masters. And the PCs will fight him over it, and hopefully win.
The GM's ability to make a bigger badass has never been in question. It's what the GM can do with that badass that matters.
Zaczane, I don't think you understand the general tone in response to some of your posts.
This isn't about which plot device is better. It's about the lack of any need to stat out a plot device - because they're pretty much un-stattable. Plus, you don't need stats because you can make them do whatever you want.
Does this make sense?
Exactly. DFRPG isn't a simulation-based combat game (much to the disappointment of some). I mean, it's easy enough to cobble together a pile of Powers and see what sort of a cinematic conflict one can create, and that can be fun for awhile, but the real meat of the FATE system is in the stories you create. Powers are - when you break it down - simply a set of prescribed methods for affecting the story.
Making NPCs with ALL the Powers isn't a challenge. Making the PCs cringe whenever they hear his name or his voice is the real objective. And you don't simply do that by mopping the floor with them in a stand-up conflict. You get that by mopping the floor with their hopes and dreams. For just 15 Refresh you can build an overpowered Warlock who can do as much damage as this guy, run roughshod over all the PCs' lives, exploit and ruin all of their meaningful relationships, and generally make the game a real challenge for them. He may not be able to automatically bend the Outer Gates open, but he could try, and try his darnedest to feed the PCs to his Old One Masters. And the PCs will fight him over it, and hopefully win.
The GM's ability to make a bigger badass has never been in question. It's what the GM can do with that badass that matters.
k ive said my part now i don't care what you have to say i declar debate over my character over just get the thread back on track
Requests noted.
Some have already been fulfilled.
MI6 Agent: Spy stats can be found in reply #277, reply #276, and reply #201.
Army Special Forces Operative: Special Forces soldier stats can be found in reply #5.
LAPD police: Stats for various types of cop can be found in reply #278, reply #221, reply #196, reply #91, and reply #227.
I don't have any firefighters or armchair generals, though. I'll get to them as soon as you tell me what makes New York firefighters different from other firefighters.
Also, please tell me if what I have already isn't what you're looking for.
ok i hav a good one for you or at least half of one
what could i put for aspects possibly other things to if there is any ideas for a Loup garou that can actually change when he chooses. other than getting rid of the unwanted change power
You mean... A powerful werewolf.
1) Its spelled "thaumaturgy"
2) Kemmlerian Necromancy - look it up in the Sponsored Magic section of the Spellcraft chapter.
yeh well my frined says that if control when it forms then its just another werewolf not a loup-gaou
which i personally have to say is BS because the way you made it was much better
No one is nastier than the hulk. Hulk is strongest there is. (Though a loup-garou vs. Hulk fight would be the most epic thing ever.)
Captain America (Steven Rogers):
High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you thorw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
[-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-1] Item of Power: Unbreakable Shield
*Indestructible
*It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
*Absorb Energy: +2 block rolls vs energy attacks.
*True Aim
Except that he's easily killable. Sure, the shield gives him physical immunity in the direction it's facing (which is a clunky mechanic at best - see below). But he still rolls only superb for defense. Say that a dozen soldiers rush him and roll for grapple (skill of good or great). He goes down. Ditto if half of those dozen soldiers roll disarm/trip/other maneuver and the remaining shoot after aiming. Then there's grenades thrown behind him or at his feet, gas grenades, flamethrowers and the like.Yea I wasn't quite sure how to address the multiple enemy issue.
@the shield/stunts/build:Actually, the Vibranium of the Shield diffuses the kinetic energy of blows- so Cap can be beneath the shield and not be crushed (he has in fact).
All major IoPs are indestructible. That doesn't mean they should work any better. If the Hulk gives one of his trademark two-fisted blows and Cap stays to take it, his shield won't be damaged. But Cap will be a greasy smear on the ground under the shield. So the shield should not give Physical immunity - especially since you got the problem of "facing".
Anyone could take a supplemental on his turn to move one zone and position himself behind Cap and then attack, thus rendering the shield useless.I knew I had forgotten something- equipment
As for his stunts, he has no stunts for his shield. That's just wrong. Plus, he completely lacks the Presence skill and he's the leader of the Avengers.
Here's a build that, I think, is closer. It makes him a lot less killable as long as he has the shield; he blocks most things at +8, +10 for energy attacks, he attacks at +7 with weapon 4 and can do both spray attacks and instantly recover his shield. He is also faster due to mobility and he is a very great leader as he has the Presence skill to go with his Leadership stunt. Give him a bullet-resistant suit for armor 2 and he's set.
Captain America (Steven Rogers):
High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you thorw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
[-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-1] Item of Power: Unbreakable Shield
*Indestructible
*It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
*Absorb Energy: +2 block rolls vs energy attacks.
*True Aim
The shield is not only nearly indestructible, but it absorbs a great deal of kinetic energy from impacts because of its Vibranium component. That is why the Hulk can pound it while Cap is holding it, without simply sending him into the ground or the air. Cap has also used the shield to cushion the force of impact when dropped from a high altitude by standing on the shield.
Also, where is the hulk statted up... I'd like to see these. And see if I can make deadpool. (He has infuriate on steroids!)
*Hulk is previous page
*Deadpool- DO IT (though I'm not sure how you stat immortality...)
I dunno about these Captain America writeups. I figure he'd use Fists + Armed Arts instead of Weapons, given the amount of punching I remember him doing.
Plus, I don't like the Physical Immunity. He seems like the sort to rely on high defences and fate points to me.
Maybe I'll reskin Living Dead. Also, I already read this issue is a good one, but I already have a fourth wall breaker (and he reacts to whatever medium he's in. When he's in video games, he references that instead of comic books, so he'd adapt to an RPG).
He'll have a teleportation power, some stunts to make him better with grenades, guns, and swords, Mythic recovery, and maybe a power allowing him to break the fourth wall. Oh, and a ton of stunts boosting his infuriate trapping.
he's the leader of the Avengers.
Technically speaking, The North Pole violates the rules for foci. But the rule that it violates is totally insignificant, so it's alright.
Mother Sleet (Deep One)
High Concept: Mother Of The Frost Family
Other Aspects: Master Cryomancer, Shockingly Manipulative, Bearer Of The North Pole
Skills:
Epic: Discipline, Lore
Fantastic: Conviction, Deceit
Superb: Presence, Empathy
Great: Contacts, Resources
Good: Endurance, Intimidation, Rapport
Fair: Athletics, Scholarship, Alertness, Weapons
Average: Fists, Might, Craftsmanship, Performance
Stunts:
Teflon Persona (Presence): Armour 1 against people who know who she is.
Illusion Of Grandeur (Deceit): Use Deceit for first impressions.
I'm Your Friend (Deceit): +2 to Deceit when feigning friendliness or loyalty.
Dishonest Persuasion (Deceit): Use Deceit instead of Rapport for "soft" social attacks.
Thaumaturge (Lore): +2 to Lore when using it to make declarations as part of thaumaturgy preparation.
I'll Just Ignore You (Discipline): Use Discipline for social defence.
Powers:
Marked By Power (Frost Family) [-1]
Greater Glamours [-4]
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-8]
Sponsored Magic (Frost Family) [-2]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (not cold) [+6]
Custom Power:
Ice-Cold Recovery [-2?] When Mother Sleet is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Mother Sleet the benefits of a scene of recovery.
Item Of Power (The North Pole) [+2] granting:
Vast Hyper-Dangerous Aura [-7]
magical aura(-?)the north pole itself has 15 stress boxes to soak up damage. once the stress is filled then the north pole cannot be used to block attacks.
magical repair(?)the north pole repairs itself healing 1 stress per action during battle. all stress heals outside of battle.
Refinement [-3]
Magic:
Evocation (Air, Water, Earth, Spirit): +1 water power, +2 water control
Thaumaturgy: +1 crafting power, +2 crafting frequency, +3 cryomancy control, +4 cryomancy complexity
Foci: The North Pole (+2 offensive water control and power, +1 defensive water control and power), Tome Of Frost (+4 cryomancy complexity)
Enchanted Items (all have 3 uses/session): Robes (8 shift block against attack), Ring Of Protection (8 shift block against attack), Body Wrappings (armour 4), Belt Of Protection (armour 4), 4 potion slots (strength 8)
Total Refresh Cost:
-45
Refresh Total:
-7
"The Crow" should be wasy to stat up, except for the bird and how it connects to him/her and the power provided. Living IoP?
I remember an old thread about what Familiars should be like... I usually use an aspect, or if the familiar is central to combat for the character, a power enabling him to better command the bird.
The Crow is more like the conduit from which power is drawn. Neither of those solutions really work well, when if it is damaged or taken away, the powers are diminished or gone.
So it wouldn't work as a Catch, then?
About Gilgamesh: This doesn't look like the Gilgamesh I know. Is this the one from that japanese thing? I think it's called Fate/Stay Night or something like that. Also, I think his custom powers and IoPs need work. I would rather that the custom powers be upgrades to Modular Abilities that just let him use IoPs as his power configurations.
Can all powers have a catch, including speed and strength, and incite emotion?
1 refresh gives +1 to grapple in my books.Tentacle Horror gets a +2 to grapples (not just maintaining them, a full bonus) for -1 refresh. As a stunt.
jesus this thread has exploded.
on second thought someone else can stat up the sliver surfer if they want i got a better one
will probably be up later tonight
i know other might not like him as much as i do but he my personal fav video game character ever!!!!!!!!!!!!!!!!!!!!!! :o :o
KRATOS
I challenge the good people of the Resource Board to stat up Samus Aran. For comparison, Ridley has -24 refresh cost, so Samus should be around there, or slightly more.
I dunno, I always saw Samus as relying on FP and skills rather than powers.
Not sure about the powers of the suit. Demonic Co-Pilot seems wrong and Human Form is missing. Also, the custom stuff looks slightly sketchy.
Is making poison actually part of Scholarship? Apart from that, the ninja looks good.
Revised Ridley looks great.
Storm Elemental (Feet In The Water)
High Concept: Living Thunderstorm
Other Aspects: Force Of Nature, Nothing Personal
Skills:
Great: Fists
Good: Endurance, Athletics
Fair: Might, Alertness, Lore
Average: Presence, Intimidation, Conviction, Survival
Powers:
Wings [-1]
Hulking Size [-2]
Vast Extra-Dangerous Aura [-5]
Amorphous Form [-1]
No Internal Anatomy [-1]
Long-Range Potent Natural Weaponry (Lightning Bolts) [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Salt) [+3]
Total Refresh Cost:
-17
Refresh Total:
-11
The Crow (Eric Draven)
HC: Spirit returned to the land of the living to set wrong things right
Trouble: "Living" on borrowed time
Other aspects: My Crow, My Link to the World and My Power; It Can't Rain All The Time; Quote the Raven, Nevermore; Nothing is Trivial; My Memories of Life Drive Me
Skills:
Superb: Fists, Endurance, Guns
Great: Intimidation, Stealth, Weaponry
Good: Performance, Conviction, Athletics, Alertness
Fair: Empathy, Rapport, Discipline, Presence
Average: Drive, Lore, Burglary, Scholarship
Stunts:
Killer Blow
Fleet of Foot
Footwork
Was That Supposed to Hurt?
Two Weapon Training
Impossible leaps
No Pain, No Gain
Scary as F%^&!
Powers:
Inhuman Speed-2
Inhuman Strength-2
Inhuman Toughness-2
Mythic Recovery-6
The Catch + 3 ( his raven is harmed )
Incite, Very Potent, Lasting, Despair - 4
Psychometry-1
Cloak of Shadows-1
Supernatural Senses -2 Can track those he came back to kill; can see through his ravens eyes
+? most powers are contingent on bird being healthy, incite emotion only usable against those who The Crow returned to kill
Not sure what power level to set him at
Ddddddddope! One problem...where's the super hard as hell semi-magic? By which I mean, "Mother is name for God on the lips and hearts of children. Heroin is bad for you." There's some sort of medium consequence (the cut scenes implied he expended a lot of power doing that) for that sort of mojo.
A point more in lifting goes from +50 to +100% weight (except for the artificial gap between +3 and +7 because humans are not supposed to lift cars with just a good roll). Following this progression, Supernatural strength increases your lifting capacity by 25-30 times as a rough estimate. Mythic strength increases your lifting capacity by 600-900 times. So, given a Might of Epic and Mythic Strength, you should be able to lift 200-400 tons without even rolling. Given a Might of Fantastic and Mythic Strength, you should be able to lift 120-240 tons or so. But that is for a casual lift without effort put into it. Rolling (or spending a FP or tagging an aspect from declaration/maneuver) allows you to lift at bonus+2, or at least twice as much.
My point is that you shouldn't go around giving Mythics and Epic/Legendary skills to everyone. Mythic Strength without any might skill allows you to break vault doors without a roll and lift 8 tons. Mythic Toughness means you can take several artillery shells. Mythic Strength and Epic Might fit the Hulk or Superman (along with hulking size and/or mighty thews) and maybe Thor, not the vast majority of other people.
Hm.
This deserves more attention then I can reasonably give it here without a derailment. I'd want to discuss the custom powers, the areas of focus, and the power level.
Would you be willing to make a new thread for this?
@wyvern: Solid. Should work nicely.Thanks!
Good job balancing her against the PCs.
Some stunts and such look a bit sketchy, but it really does not matter.That's because some of the "stunts" are actually custom powers - specifically fae tongue and lady of the searing edge. The latter is there as a sort of a half-of-inhuman-strength thing; she really needed a higher weapon rating, but didn't deserve to have an actual strength power. It's one of those works-in-context things that I wouldn't allow a PC to take on top of strength powers or other weapon rating boosts. (That's also why I didn't give her the dual-wielding stunt; the searing edge power covers the same niche and they really shouldn't be able to stack.)
She's actually surprisingly similar in some ways to Lepid's father. I may decide that there is a connection there.You're welcome to add whatever connections you like; that sounds like a great option for filling in the aspect I left blank.
I think you overestimate the Summer Lady and the Eldest Gruff. Austris seems to be in their ballpark, roughly speaking.Perhaps. But Eldest Gruff casually one-shot a combat-oriented denarian. Austris... could probably kill one with a fire spell, but it'd cost her most of her consequences and probably some sponsor debt to boot; she'd need quite a bit more power to be able to do that casually. Still, I could see her being behind them by a mere 10-ish refresh spent on evocation / thaumaturgy / refinement, if that's how you choose to stat those NPCs.
She has 77 skill points, which is rather a lot. I may reduce her skills a little when I use her.Yes, lots of skill points; I just picked numbers that looked right without paying much attention to the total. I'd actually considered making a second pass through to drop some of those down and take stunts instead - to give her a bit more focus and less general ability - but, er, decided that was more work than I felt like doing at the time.
The tag for Searing Vortex isn't necessary. It totally should be, but it probably isn't.Searing Vortex is a grapple. A grapple should require a tag, imo, even if it's being done with magic. If it doesn't, then World In Flames should probably be replaced with something else (perhaps a generic fire attack spell); the only reason I gave her that rote is to make sure she can use Searing Vortex. Because, well, burning tornado; that's just such an awesome visual effect; had to make sure she'd be able to use it.
The stunts as powers make sense. Actually, Faerie Tongue should probably go onto the master list. Needs a new name for that, though. Do you mind?Be my guest; I gave it to Austris because she needed more languages than her scholarship skill would give her - and I couldn't justify a higher scholarship in terms of who she was (or make it fit into the skill stack, either.) Plus - minor Changes spoiler:
As for the grapples:Hm. Well... I think it ought to have the tag required. If it doesn't need it as a tag-for-effect, then perhaps utilize it to boost the block strength or make the spell zone-wide or somesuch, akin to the "Grasping Branches" example on YS294?
http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html)
DARKSEID
(http://images-mediawiki-sites.thefullwiki.org/02/2/3/4/06874821252546203.jpg)
High Concept: Lord of Apokolips
Other Aspects: Dimensional Tyrant, A God Am I, Evil Beyond Measure, And The Skies Shall Rain Fire, Obsessed With The Secrets Of The Universe
Skills:
+8 Conviction, Intimidate, Resources
+7 Endurance, Might, Weapons
+6 Athletics, Discipline, Alertness
+5 Lore, Presence, Scholarship, Deceit
+4 Empathy, Rapport, Contacts, Guns
All other skills default to Good
Powers/Stunts:
[-8] Titanic Strength (+8 attack stress, +4 grapple, +6 grapple stress, +20 lifting/breaking)
[-6] Omega Beams - damage as per thrown weapon with base w4, unlimited range and True Aim
[-6] Homing - Darkseid's Omega Beams can bend in any direction, around barriers and follow targets around. As long as there is an unblocked path between Darkseid and the victim, however twisted, unlikely or indirect, the Omega Beams ignore intervening barriers. In addition, if the Omega Beams miss and Darkseid maintains line of sight, he can spend a supplemental action every round to have them attack again and again until they hit. Darkseid may direct up to 3 beams at any given round, including that round's normal attack in that total.
[-2] Unstoppable - Darkseid's Omega Beams treat toughness powers as one grade lower; immunity to mythic, mythic to supernatural, supernatural to inhuman and inhuman is ignored. This does mean they can harm otherwise invulnerable targets normally.
[-4] Omega Sanction - a character taken out by the Omega Beams is normally obliterated. However, Darkseid may select any other takeout effect in keeping with his nature - such as banishing targets to prison planets or nightmare dimensions, warping them, casting them to a lifeless void and so on.
[-1] Reversible - Darkseid may reverse any previous effects of the Omega Beams, including the normally lethal ones such as annihilation, regardless of the current location or status of the victim.
[-2] Omega Blast - Darkseid can hit a zone without penalties with his Omega Beams but loses the Homing Effect.
For every -2 penalty to attack, he can hit an additional zone.
[-1] Swing for the Fences
[-6] Mythic Stoicism - as per Mythic Toughness, but for mental effects.
[-6] Mythic Toughness (unknown catch)
[-8] Physical Immunity
[+1] Stacked catch: extra toughness. Darkseid has 8 more stress boxes and 4 more armor rather than true immunity.
[-6] Mythic Resilience: +3 to all defense rolls.
[-3] Senses - Darkeid can see anywhere in his Domain if he so desires. He can also project an astral presence of himself to perceive distant places beyond his domain as if standing there - even to other planets or dimensions.
[-1] Domain: Apokolips
[-1] Power of Tyranny - may use Intimidate to inspire or guide followers instead of Presence
[-2] Overpowering Will - may use Conviction instead of Rapport to persuade others. Darkseid gets a +2 bonus to such rolls.
It should be noted that while I gave Darkseid 62 refresh in powers and Superman only 41, they both have a refresh level of 42 and their offensive skills are at similar levels. Darkseid always wins in his initial fights with Superman, after all. However, Kal-El racks up lots of fate points over the course of such stories so when it's the time to face Darkseid again, he has 20-something of them (comics stories have a crapload of complications), making up the refresh difference long enough to narrowly beat him.
Also, Superman is powerful enough to never use Fate Points with lesser opponents in his stories or risk killing them. When the time comes to face huge threats, he gives the World-Of-Cardboard speech and then he does use the crapload of FPs he's gathered to "unleash his full power".
As for Batman, is anyone surprised that he did have a bullet satisfying Darkseid's catch? ::)
I can take a shot at Paul Atreides, I suppose.
Just remind me what he can do.
LINDA WARREN
(http://i382.photobucket.com/albums/oo261/8-2-B-4-9-5/HowCanYouHateAFaceThisCute.jpg)
While Linda's exact parentage is uncertain, it is clear she is the spawn of an extremely powerful entity, perhaps a Fallen, Old God or Lord of the Nevernever. All of sixteen, she is easily as strong as a mack truck, fast as a sports bike and tough as a tank. By focusing for a few moments, she can create a thin film of energy around herself that looks like semi-transparent mercury that enables her to fly and significantly enhances her toughness. What she'll become as she grows into her powers remains to be seen.
Whether due to influence from her bloodline, changes from her own developing powers or her own personality, Linda is bold to the point of foolhardiness and believes she can take on anything the newly-discovered (for her) supernatural world has to offer. Such an attitude when all you know of the supernatural comes from comic books (mainly the Supergirl and Batgirl series) is bound to be unhealthy, eventually.
Speaking of comics, Linda is a huge fan. As soon as her first abilities begun emerging at age seven - enhanced speed and resilience - she subscribed in as many series as her allowance allowed and has followed them since. She often brings up comicbook "facts" about supernaturals she encounters and attempts to use them as real. Hilarity often ensues. True to comics lore, she keeps her "secret identity" and hides her real powers but, being a teenager, is not above using a bit of superhuman ability to "show those b!(#es who's boss"; she used her more than human agility to enter her school's soccer team and win them a few games purely for the popularity gain and she often uses her superhuman resilience and endurance to party all night long and down ridiculous amounts of illegal drinks - not that she can get drunk on mundane alcohol with her physiology but it's still cool.
This "coolness" is enhanced by natural great looks and a cuteness only surpassed by the blonde girl's tendency to introduce child molesters to her fist.
Linda's coming of age party at sixteen was as wild and full of guests (and party-crashers) as usual. That nobody saw an extra present being added amid the chaos was natural, so no-one could tell who left the gift-wrapped package weighing nearly forty pounds. The dull grey, full-metal pair of spiked gauntlets inside fit Linda as if made specifically for her, and while the unruly blonde didn't dig the color or the medieval looks, once she realized they were a powerful magical gift from an unknown admirer, she couldn't wait to try them out. In the six months since, Linda has attempted to track down the gauntlets' origin but has only managed to tentatively link them to some really ancient Minoan artifacts over four millennia old and supposedly forged by Hephaestus, the greek god of fire and metalcraft.
High Concept: Teenage Nephilim Trouble: We Can Totally Take Them!
Other Aspects: Bearer Of The Hands Of Talos, Comicbook Supergeek, How Can You Hate A Face This Cute, Wild-Mannered Highschooler
Skills:
+6 Athletics, Fists
+5 Rapport, Endurance
+4 Presence, Discipline
+3 Conviction, Empathy, Might
+2 Alertness, Deceit, Scholarship
+1 Investigation, Survival, Stealth
Powers/Stunts:
[-1] The Hands of Talos
... It is What It Is: heavy spiked gauntlets of meteoric iron. Weapon rating equal to base might, max 3.
... One-Time Discount: +2
... Indestructible
... Hephaestus-Forged Weaponry: as per True Aim
... Might Of Talos: raise wielder's strength by 1 step (normal to inhuman, inhuman to supernatural, supernatural to mythic, mythic to legendary)
[-4] Supernatural Strength
[-4] Supernatural Speed
[-4] Mythic Toughness (catch is True Faith)
[+0] Inhuman Constitution: unaging and total recovery
[+1] Human Form, modifying the following;
[-1] Flight (unearthly glow instead of wings)
[-4] Physical Immunity; half damage
Looks good.
Final count: 214 NPCs.
Will start copying onto wiki tonight.
Hopefully, the *s will translate into appropriate formatting.
Fun fact: The more powerful the NPC, the larger the file. The Deep Ones are all 3-4KB.
Should probably copy the dropbox link into a few places too.
I kinda wish I could do this stuff myself instead of dumping it on you, but I don't have access to the code that you're using.
Have posted a fair number of NPCs to the wiki.
It was mostly easy and effective, but there were a few hiccups.
1. The Ancient Sidhe Trickster had messed-up bolding because it had a ** in one of the stunt names.
2. Some of the stress tracks were incorrect.
3. The word "physical" was spelled "physycal" in the extra consequence notes on the stress tracks.
4. The Demonic Colossus seems to be missing from the folder.
Suggested changes:
1. Fix the spelling of "physical". Done
2. Add the Demonic Colossus. Didn't have it in the list I'm pulling from and search results for it on the board returns no results.
3. Look over the stress-calculating algorithm. Will need an example to find out where the bug is.
4. Remove the "(s)" from the extra consequence notes. It is rarely justified. Done
5. Put the armour from Toughness in brackets, like the extra stress boxes. Done
1. The Alchemist is listed as the lchemist. That's certainly odd... Ahh, I missed the 'A' when I was copying and pasting them for the source document. Will be correct in future zips.
2. In a few cases, only half of the powers are bolded. They were probably formatted slightly differently. Even a minor change in formatting can break things. Point me to one and I'll see about kicking it until it stops doing that.
Demonic Colossus I'll add him when I get up and about tomorrow.
Example of stress track error: The Wizard Of The White Council should have 4 mental stress boxes, but he's only got 2. Going to debug it tomorrow. Can't see where the bug is tonight.
Such a webpage would indeed be awesome.
I'll tell you when I run into formatting issues.
IMPORTANT NOTE: "Wearing" one of these constructs does not give you their powers. See the Hollow power on the custom power thread for what it actually does.
Does that make these more acceptable to you, Buzzard?
Anyway, the relevant question here is whether or not these guys are balanced against other Thaumaturgy effects of the same complexity.
Is a single-function-robot Flying Harness that lasts a lifetime roughly equivalent to a 24-shift ward that lasts a lifetime?
I'm honestly not sure. But if not, I want to make it so.
I know for a fact that problems will likely arise anyway due to the problems with the Thaumaturgy system in general. But that's no excuse for not trying.
Summoning rules. (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269)
Always did think casting three spells for one effect was kinda silly.
Complexity should be based on effect, not on narration. A fire evocation that looks like ten thousand blazing butterflies shouldn't be harder to cast than a fire evocation that looks like a fireball. Same principle here.
And I don't see why Declarations couldn't provide a benefit for using mortal remains.
Suicide troops have no consequences, generally speaking.I'm sorry, I don't quite understand this. Could you elaborate?
Stats mostly look good, except for the stunt. I'm pretty sure that you can't accrue a penalty of more than -1 from supplemental movement. Also I find the two unrelated bonuses aesthetically displeasing. But whatever. These are complexity 12 to create, if I calculate correctly.
May I point out that the Hellhound has a stunt that reduces the penalties due to supplemental movement by -2? (indicating you can take more than one penalty to begin with). Also, several powers and/or stunts have more than one bonus that are mechanically unrelated but thematically connected.
PS:
I wasn't looking up your system when I built this version of the zergling. 12 shifts is fairly fast summoning though I'd have preferred 8 (for obvious reasons). As it is, Elena can summon a zergling per 4 exchanges using thaumaturgy or 1-2 zerglings per spell in "thaumaturgy as evocation". Assuming a scene is roughly 15 minutes, we're looking at 40 zerglings per hour, 300 per night, a bit over two million for a two-decade preparation. :P
I think Kemmler must have done something similar for his world war preparations.
Cultist Leader (Waist Deep)
High Concept: Absolutist Cult Leader
Other Aspects: Black and white 1 or the other, According to the Cannon , For the sake of the World, Higher Purpose, The power of precedence
Skills:
+5 Conviction, Presence
+4 Deceit, Intimidate
+3 Contacts, Resources
+2 Lore, Scholarship
+1 Might, Alertness
Pure Mortal +2
Stunts
Public Speaker: Add +2 to your presence when trying to sway a crowd.
Cannon Scholar: Add +2 to Scholarship on knowledge of Cults
Speaking for a Higher Power: Add +2 to roll intimidate vs those who believe in the Cult
Refresh Spent: -1
Total Refresh Cost: 7
It's "canon". And also, LOL.Never know. There could certainly be a cult to heavy weaponry out there somewhere.
I was wondering if anyone has done done a write-up of a Tyrannosaurus Rex. Funnily enough I'm probably gonna need one for a game my play-group is doing, I don't GM but my shapeshifter finally has enough extra refresh to revamp his powerset and i'll finally have my chance to become a T-rex.Well, the game has a stat block for Sue. Take out the zombie-centric powers, maybe tone down one or two of the Supernatural Powers, and I'd say that's a good start.
Ancient Dracula
High concept:First Among the Vampires
trouble: loss of a true love
other aspects:gentleman, Know your kin
-3 Vampiric Claws:weapons 4, cause the Attacke to be turned into a BCV or BCV master depending on the Attackers decision
-1 Blood drinker
-4 Cloak or shadows
-4 Perfected domination: allows for the creation of a perfected Renfield
-6 perfected shape shifting: allow the user to tranform almost instantaneosly, along with into multiple animals if wanted(ex-swarm of bats)
-3 weather control
-7 incite emotion:Fear,despair,lust,Deadly emtion makes it a weapons 6, range
-1 undying?
-20 vampiric resistance-3 armor against all attacks, +6 stress boxes in each stress track, physical Immunity to everything but Holy objects, magical fire, and 2 extra moderate consequences usable for any kind of damage
-6 mythic speed
-6 mythic strength
-6 mythic recovery?
12-alertness, athletics, fists, intimidation, deceit, survival
11-might, endurance, conviction, presence, lore, stealth
10-empathy, rapport, discipline, contacts, resources, weapons
i know that this needs some tweaking but i think i at least got the structure of how ancient Dracula would be made
also im a little iffy on the mythic recovery but seeing that he is the first vampire i though that he would eventually gain a healing but im not sure if he should have a high one like mythic or lower like inhuman
i do know that he doesn't have living dead because he was never a actual rotting corpse him self
first i off i saw weather control somewhere ill have to find it again though
second i know cloak of shadows cost -1 refresh but i figured he would buy it a few time to increase stealth
perfected shape shifting is well actually no different my bad i thought i saw somewhere that it takes a full action or something so the only real difference would allow Dracula to split him self into a swarm of bats rather than just one bat
as for spell casting couldn't decide what he would exactly have
i guess modular abilities at say 18 refresh
possible addictive saliva cause then he has a bit of all three of the main courts
no dude thats awesome but now Dracula would only have this no evocation, Thaumaturgy just Dracula magic
or would he have those as well?
Vampiric Claws should cost more than [-3]. Weapon:6 alone is worth that, let alone making more vamps. Unless, of course, you intended it to be a plot device thing, instead of a your allies are now mine thing.. No offence, but its hard to tell.
So far as I can tell, making new vamps is free. At least, BCVs and RCVs don't pay anything for the ability normally.
Not sure if I'd let someone take Claws three times, though. Stacking limitations exist for a reason.
Different castes of the Canim from Codex AleraI like it, though I don't like the Over-Sized Weaponry stunt. Wouldn't the bonus to stress be included by simply giving ridiculously huge weapons a higher weapon rating? That plus the Inhuman Strength is going to have these guys hitting for Weapon:5 or 6 already. That stunt would bump it up to Weapon:7 or 8, which is a little ridiculous.
Canim Warrior
High Concept:Canim of the Warrior Caste
Other Aspects:Wolven Invaders, Born to Fight
Skills:
5- Weapons, Athletics
4- Fists, Alertness
3- Discipline, Endurance
2- Intimidation, Bows (Guns), Might
1- Survival, Stealth, Presence, Conviction
Powers/Stunts:
-2 Inhuman Toughness
+0 The Catch, Unknown
-2 Inhuman Strength
-2 Inhuman Speed
-1 Claws
-2 Hulking Size
-1 Over-Sized Weaponry (+2 to stress when wielding weapons a normal human couldn't)
-1 Echoes of the Beast (Other Canim)
Stress:
Physical:0000+00+00 Armor:2 Steel Armor
Mental:000
Social:000
Skills seem a bit high too. Good skills are professional-level, after all. Superb Weapons is something rather special.Well, the Warrior Caste in those books is supposed to be extremely good at what they do compared to the raider militia.
Yeah, they're pretty Good. Maybe even Great.They really do. Problem is too many people take the Gamer mindset and put all the skills they use regularly at 4 or 5, so that anything less seems weak.
Really, Good skills deserve more respect than they get.
The problem is that sometimes badasses start thinking of themselves as average.
It's all on the list.
They don't have Spirit Form?
Actually, now that I think about it, that's definitely a good choice. Good on you.
I think you mis-valued that Catch, though. Research would reveal that weakness, and any Wizard can make ghost dust.
PS: Is the second ghost supposed to be Feet In The Water? If so, shouldn't it have another 2 skill points?
Telekinetic (Feet In The Water)
Though the government tries to control all psychic powers, it can't. Telekinesis, in particular, is hard to control because it generally becomes noticeable when the psychic is in their teens. And teenagers with superhuman abilities almost always fight back when you try to kidnap them.
So the typical telekinetic is a fugitive kid.
High Concept: Telekinetic
Other Aspects: Hunted By The Government, Teenage Immaturity, Surprisingly Capable
Skills:
Great: Conviction, Discipline
Good: Athletics, Alertness
Fair: Stealth, Deceit
Average: Endurance, Rapport
Powers:
Telekinesis (Metaphysical Inhuman Strength) [-5]
Total Refresh Cost:
-5
Refresh Total:
1