Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Magickal_Grenadier

Pages: 1 ... 3 4 [5]
61
DFRPG / Re: Help me design some rotes!
« on: September 11, 2011, 09:19:04 PM »
Ah I must have verlooked that part.

Stats:

Name: Vincent Lione VI

Aspects:
    High Concept: Newly Appointed Warden
    Trouble: Endebted to Winter
    Other Aspects: Old World Upbringing
                          Street Smart
                          Dresden Taught Me What I Know (cliche, I know, but I went with it since our game is in Indianapolis)
                          My Employee is Insane
                          Nobody I know is Normal

Skills:
    Superb (+5) Conviction
    Great (+4) Investigation, Dicipline
    Good (+3) Alertness, Lore
    Fair (+2) Endurence, Athletics, Stealth
    Average (+1) Contacts, Presence, Rapport, Schlorship

Stunts and Powers:
    -3 Evocation
    -3 Thaumaturgy
    -2 Refinement
    -1 The Sight
    +0 Soulgaze
    +0 Wizard's Constitution
    Specializations
       Evocation (Fire, Air, Spirit, Earth)
          Power (Fire +1, Earth +1)
       Thaumaturgy
          Control (Divination +1)
    Focus Items
       Wand
          Offensive Control (Fire +1, Air +1, Spirit +1)
    Other Items
       Warden Cloak (Intimidation +1, Presence +1)

Stress:
    Physical OOO
    Mental OOOO +1 extra mild consequence
    Social OOO

Total Refresh Adjustment: -9
Base Refresh Level : 10
Adjusted Refresh: 1
Fate Points from Last Session: 9 (Crap ton of Compels)

We just cleared our first story arc (Darkhallow) and our GM gavce us a Major Milestone. She allowed us to choose one of our skills at Great and move a Skill from Great to Surperb, as well as moving others to make sure thigs were still legal. Warden Cloak bonuses were given to me by the GM. Took Refinement to add Earth to my Evocation Familiarity.

62
DFRPG / Re: Help me design some rotes!
« on: September 11, 2011, 02:50:42 AM »
Looking for some help with my Rotes as well. My Wizard has a Lore or Great (+3), meaning 3 rotes, an Evocation bonus of Power +1 to Fire and Earth (currently using Fire, Air, Spirit and Earth) with a Wand that grants a +1 Offensive Control to those four elements. I would like some idea for a couple offensive rotes. I'm making one a 5 Shift Spirit Shield Spell (Force).

63
DFRPG / Re: Dresden-esque Wizard Needs "De-Dresdenizing"
« on: September 09, 2011, 05:44:11 PM »
Oh, and bonus points if someone uses an enchanted moustache ;)

I see the Aspect Tom Selleck Is My Hero cropping up

64
DFRPG / Re: Dresden-esque Wizard Needs "De-Dresdenizing"
« on: September 08, 2011, 07:36:40 PM »
I basicly took a few of the aspect of Harry that I like best and applied them to my character; both orphans, both skilled at Evocation (though levels in the different elements is different) and they're both too dumb to know when to keep their mouths shut. However after that, I took a different approach. While my character also uses Spirit, Air and Fire for Evocation, he focoses more on the less disasterous effects of Air and Spirit to incapacitate targets and Illusion magic to disorient and confuse his opponents for the element of surprise.

65
DFRPG / Re: Seventh Law Question
« on: September 08, 2011, 05:03:28 PM »
Quote
You can do it like this: "You start translating the old text, and it is pretty clear it is talking about something from beyond the outer gates. Knowledge like that is dangerous and might twist your mind. It will get you killed by the wardens, if they find out. Do you want to continue?"
That way, the lawbreaker stunt is a deliberate choice again, and it will fit the character. Otherwise it would just be 2 points of dead refresh.

This is exctly what I had planned to do

66
DFRPG / Re: Seventh Law Question
« on: September 08, 2011, 02:27:03 AM »
Well I had planned for the characters to discover only a portion of the text at the first point (example: a manual to summoning one of the Walkers) that unless they are able to decipher the entire document, sill lead to the Walker being released on a murderous rampage to fuel the fear-based thamaturgic curse being aimed at the Senior Council by a Red Court Noble skillied in sorcery. In this case, should they be given the Lawbreaker power but, with a valid motive in doing so to save the lives of the Senior Council, be spared the negetive concenquences of their actions?

67
DFRPG / Re: Little stating help please
« on: September 08, 2011, 01:52:27 AM »
Ok then when Murphy did what she did she temporarily lost her pure mortal status (her character sheet said pure mortal).

I don't think so. When she took up the Sword, she specified that she was NOT taking it for any other purpose than to help rescue Maggie and then even refused the offer to truely take up the sword. So in my view she would only be charged the negetive Refresh cost for the battle.

68
DFRPG / Re: Seventh Law Question
« on: September 08, 2011, 01:27:45 AM »
That's exactly the reason I was wondering but would Lawbreaker [Seventh] be added at the moment of discovering the text or not until they are able to translate and understand the text?

69
DFRPG / Re: Seventh Law Question
« on: September 08, 2011, 01:15:25 AM »
Well I've been thinking about it because it's stated in the books that and kind of research, intended or unintended, is enough to bring the wrath of teh Council down on the researchee.

70
DFRPG / Re: Little stating help please
« on: September 08, 2011, 01:13:45 AM »
This is true. Thanks for the help everyone.

71
DFRPG / Re: Little stating help please
« on: September 08, 2011, 01:07:54 AM »
Well that does make sense. I suppose I'll just have to deal with the fact that Pete and Myka aren't exactly normal. :P

72
DFRPG / Seventh Law Question
« on: September 08, 2011, 01:06:20 AM »
So in my game, I'm going to have my players stumble across an incomplete ritual text pertaining to one of the Walkers (it's written in Daedric) and I was wondering something. When they find the text, would it be considered an automatic addition of Lawbreaker [Seventh] to their characters or would it only count when they actually succeed in translating the text? Prolly a complete noob question but I've been mulling it over and over in my mind for a few days now.

73
DFRPG / Re: Little stating help please
« on: September 08, 2011, 12:38:32 AM »
Well I've been trying to find a way around the fact thatusing the Artifacts and such would negate the Pure Mortal bonus for the characters. I mean it's not like the characters themself have any inate abilites, other than Pete's Vibes.

74
DFRPG / Re: Little stating help please
« on: September 07, 2011, 10:57:36 PM »
Thanks guys. I'm wondering if the Artifacts should be treated as an IoP or an EI? I'm kinda going back and forth with the idea because some Atrifacts have a limit to the number of times they can be use whereas other's don't.

75
DFRPG / Little stating help please
« on: September 07, 2011, 08:30:20 PM »
I'm planning a Warehouse 13 crossover in my adventure I'm building and I was wondering if anybody would be able to help me with stating out the Tesla and nutralizing goo.

Pages: 1 ... 3 4 [5]