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Messages - Da_Gut

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1
DFRPG / Re: Tech hexing - required for who?
« on: August 10, 2010, 01:26:24 AM »
Hmm. So, does a Red Court Infected count as a mortal?

2
DFRPG / Tech hexing - required for who?
« on: August 10, 2010, 01:01:57 AM »
So, who hexes tech? If you only have ritual - ectomancy, or just Thaumaturgy, do you hex tech like a full wizard? Or is it only folks with the full blown wizard template who adversely affect technology?

3
DFRPG / Item of Power, The Crimson Serpent
« on: August 07, 2010, 11:19:20 PM »
The Crimson Serpent.

Made by the wizard Annabelle Lee for her Red Court Infected lover, Brandon Pierce. When he finally succumbed to his curse, and went full Red Court the serpent burned out his heart. Annabelle Lee herself was overwhelmed, and destroyed by the Red Court hit squad. The serpent has been seen once since. It was used for several years by the RCI Patricia Blane. When she turned, the serpent burned out her heart, as well. It hasn't been seen since that time.

A small (16 inches long), pencil thin clockwork serpent. It typically lives in its owners stomach, coming out at call. It varies in shade of red, from bright glittering ruby, to dull, bloody red.

It grants the following abilities.
Breath Weapon - the serpent can linger with its head on the tip of its owners tongue. When willed, its spits the addictive saliva, borrowed from its host.

Inhuman recovery - independent of the blood hunger track.

+1 point to the length of the blood hunger track.

Indepent action: The serpent can travel independently, and when it returns to its host, they can see and hear what it heard, on its travels. While away from its host, the host loses access to the serpents granted abilities.

4
DFRPG / Re: Trouble aspects are the hardest
« on: July 30, 2010, 07:52:03 PM »
Hmm, the character is a "Insatiably curious Red Court Infectee". He is an ectomantic researcher who is as driven as Martin to the destruction of the Red Court. I was toying with "the ends justify the means" as a possible aspect (I want some of his actions to be highly disturbing to the other pc's - he isn't a very good man.). But, what do you think of  "And when you look long into the abyss, the abyss also looks back at you." as a trouble aspect? Or better as a regular aspect?

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DFRPG / Trouble aspects are the hardest
« on: July 30, 2010, 07:00:05 PM »
Just saying.

Though I'm pondering one "The Red Court hates me and the Loa aren't too fond of me either".

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DFRPG / In case of emergency, break glass
« on: July 30, 2010, 03:12:45 PM »
So, you've seen those "in case of emergency, break glass" cubbies with water hoses in them, right?

And running water grounds out magic? So, rampaging sorcerer, or murderous spirit from the nevernever on the prowl..... well, thats an emergency, right?
 :D

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DFRPG / Re: Fists, Armed stunt, character help
« on: July 30, 2010, 03:05:30 PM »
Thank you for your post, Doc Nova.

8
DFRPG / Re: DarkHallow Question
« on: July 30, 2010, 03:10:38 AM »
I can't remember the book, but a long time ago I remember reading one where an Evil Turk was besieging a city. He had a force of 1000+ Jannisaries, I think. They were Christian soldiers kidnapped or captured as children, and raised to be unquestioning soldiers. They were not converted to islam. The bad guy was going to send them in a suicide charge against the city walls. He had a ritual that required the sacrifice of 1000 Christian lives.

But yeah, your post makes me think of terrorists with satchel nukes, who are also empowering some ritual. Or a vampire nation, like the Red Court, who uses suicide bombers and has magical teams nearby to "harvest" the released energy. Or some such.

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DFRPG / Re: Fists, Armed stunt, character help
« on: July 30, 2010, 03:01:30 AM »
Umm ... why not just use the Weapons skill?

Game-ism - Fists I can use with the addicting saliva to get a lick in on occasion, should it prove beneficial. Or hawk up a giant addicting lugi and spit it in someones face. I'm low on skill slots, so I'm trying to maximize the benefits of this one. :) I don't want to be totally useless in combat, just mostly. With the occasionally surprisingly effective tactic showing up....

10
DFRPG / Fists, Armed stunt, character help
« on: July 30, 2010, 02:35:53 AM »
Greetings all,

This will be long, and rambling.

Quick, nutshell question - Would Fists, and  its stunt Armed, work, even somewhat, with the aspect "trick knee"? Or, put another way, how viable is it to have a low, or non existent, Athleticism? Basically the stunt would let him use his walking cane as a weapon, including defending against large weapons. Against guns/spells, he would just hit the dirt with full defense, and leave that to his more physically able colleagues. I'm only talking about a fair Fists score - just enough to be a decent amount.

Background: I want to play a Red Court Infected, who is a second tier Order of St. Giles member. Meaning, he just isn't that good in combat. His abilities are geared toward research, and social interaction. He is also a ritual ectomancer, and that triggers his hunger track. The demon co-opted his magic. However, I don't want him to be totally defenseless in physical combat - thats just suicide. So this is a bit of game-ism. On the other hand, I really see him as having a "trick knee" and a walking cane. He just isn't that mobile. Also, there are a ton of social skills, and I need the skill slot from athletics. (Mind, he can function without the cane, and even sprint - just not far, or long, without his knee giving out). I see the knee as a fate point machine.

Addictive Saliva  (-1)
Blood drinker  (-1)
Feeding Dependency (+1) (following two powers depend on)
Inhuman Recovery (-2)
Ritual Ectomancy (-2)
Tattoo's of Saint Giles (-2)
Could I take a two point catch, or am I limited to a one point catch?

I guess the main question is, how debilitating is limited mobility, low athleticism?

And, for something totally different - I like this idea. Construct a "ghost grenade". Capture a few minor ghosts, compress them down into a "grenade" and when you throw the grenade, they explode outward doing an ectoplasmic orgy of damage, before dissipating. If you capture ghosts of those slain by the red court, you can create ghost grenades that only effect full red court vampires. Feasible for an ectomancer?

Badly random post I know, but I'm tired. And brainstorming as much as thinking, trying to see what sticks. I want a tragic character, who I see sacrificing himself down the road to accomplish a major goal. Or who at least lives a life that is nasty, brutish and short - but not TOO short. (I love the doomed fighter, who never, ever, gives up)

11
DFRPG / Re: Holy water as a catch
« on: July 30, 2010, 01:07:33 AM »
Aaand, while we are at it, a RCI who was a focused practitioner before infection - an ectomancer, to be precise (Ritual ectomancer). However, sadly for him, the demon co-opted his magic, and now using the ritual ectomancy triggers his hunger track. Reasonable?

12
DFRPG / Holy water as a catch
« on: July 30, 2010, 12:56:09 AM »
Would holy water be a good +1 point catch for a red court infected? If not, what do you think would make a good 1 point catch?

13
DFRPG / Re: Empathy versus Rapport
« on: July 29, 2010, 07:17:28 PM »
In a nutshell, what is the difference between Empathy and Rapport?

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DFRPG / Empathy versus Rapport
« on: July 29, 2010, 03:43:56 PM »
I'm confusing about the difference between the two skills.

My impression - Empathy is your "muscle" so to speak - its how effective you are at interpreting what you see. Rapport is like control - its how effective you are at drawing out information which you can then digest with Empathy.

So, if that is the case, with the Poet stunt of Performance

Poet: You have an affinity for beauty in written
and spoken language. Your Performance is at
+2 when composing something with words and
is considered to be two higher when used to
modify (page 214) a social skill.

Technically speaking, Poet could (effectively) increase your rapport skill, but not your empathy. Though from a practical matter, it could increase both.

And does it seem reasonable that Poet will, under most circumstances, increase your social skills by one? Since they all heavily rely on language?

15
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 01:31:47 PM »
Spirit is the catch all category. A Kinetomancer for example (Channeling limited to spirit), can use spirit to emulate telekinesis, but can't affect ghosts. An ectomancer, on the other hand, could affect ghosts and spirits all day long, but couldn't do much to influence physical objects. On paper, they would look identical (Channeling - Spirit), but just because the game rules are too coarse to represent this, doesn't mean that the difference isn't there.

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