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Topics - Pbartender

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DFRPG / Taking Cover...
« on: May 10, 2012, 01:13:25 PM »
How do you guys handle this?

It would seem most appropriate to start with a Maneuver and then tag the resulting aspect.  But...  If the character wants to STAY behind the cover and continue getting the bonus, he either has to A) spend a Fate Point every round, or B) spend his action on a new Maneuver.

The other way, I suppose, would be to use the character's Stealth skill to block all attacks against him.  But again, the character would be constantly using all his actions to block.

Is there a good way to allow someone to, for example, shoot at an enemy from around a corner and still gain some benefit from hiding behind that corner?

Thoughts?

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Has anybody considered this or tried this?

A Dark Ages or Medieval campaign seems an obvious choice for an alternate era, but I have visions of a Pirates of the Caribbean style game, complete with voodoo and Fountains of Youth and Cities of Gold and Aztec legends and such.

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DFRPG / DFRPG Tutorial, Part 1: Aspects...
« on: December 21, 2011, 09:10:40 PM »
So, while we've played FATE before, my players and I are all new to DFRPG.  So, to familiarize myself with the rules and to provide my players with a handy resource, I'm putting together a condensed quick reference guide.  If you guys don't mind, I'd like to run it by you to make sure I get it right.

First off, Aspects...

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DFRPG / Working on my First Adventure...
« on: December 16, 2011, 08:35:40 PM »
I'm working up my first adventure for a mixed group of Feet in the Water Characters, and I could use a little help.

The Premise:  Take One Part Ravenloft, Add One Part The Shining, And Mix Well...  The Archer Foundation lost contact with four of its agents, who were on leave to go skiing in Colorado.  The PCs are sent to investigate, whereupon they will discover a small resort town besieged by "zombies", a Sidhe biker gang, and a newly-renovated haunted hotel owned by a Black Court Vampire.  With a little luck, they will be able to rescue the lost agents and destroy the vampire.

Basically, for those of familiar with D&D's I6 - Ravenloft, I'm taking the basic outline of the original adventure, modernizing it, setting it in the mountains of Colorado, and then replacing Castle Ravenloft with Stephen King's Overlook Hotel.

So, the first thing I need help with is statting up the NPCs...

First are the Villagers...  They live in a small resort village just a few miles away from the Hotel.   The village has been recently beset by a series of wolf and "zombie" (in actuality rough thralls and Renfields under the control of Zarovich) attacks.  one by one the villagers have been falling prey.  Everyone is scared, and no one steps outside after sundown.

  • Marcus Lester,  Deputy Sheriff Nominally in charge since the Mayor succumbed, but a bit overwhelmed with the situation.
  • Bill Drayson, Merchant Runs the local shop -- skis, camping gear, hunting stuff, food and supplies, etc. -- he's a bit greedy, has raised his prices since the attacks, and has barricaded himself in his store, instead of at the Inn with everyone else.
  • Perry Whimple, Stock Boy Drayson's errand boy, big, strong, and more than a bit dim.
  • Eric Rowe, Bartender Runs the local bar with a few rooms for rent upstairs.  Has a small brewery and still in the basement.  Almost everyone in town has holed up here.
  • Father Donald Evitts, Priest  In charge of the Chapel at the end of town.  Currently having an understandable crisis of faith, but is safe in the church, so far.
  • Mad Mary, Crazy Lady Went a little bonkers when her daughter went missing.  Everyone stays out of her way.
  • Little Gertie, Mary’s Daughter Currently being fed ice cream and cake in the Overlook, until Zarovich gets a hankering for fresh blood.
  • Irina Kolyana, Foundation Agent She's been Whammied by Zarovich and is only semi-lucid.  The villagers have managed to keep her safe and contained so far, so that he can't finish the job.
  • Other Assorted Townspeople Extras and cannon fodder in the background.

Next are the "gypsies", who are camped out in the woods nearby.  I want these guys to be initially neutral, as far as Vampires vs. Villagers are concerned, but they could also go either way -- they could be amenable to a deal, but they're also dangerous Wyld Fae if the PCs make a wrong step.  I'm hoping to make them a recurring group of NPCs.

  • Madam Eva, Wyld Fae She will be to the Erlking what Leanansidhe is to Queen Mab... More of a Fortune-telling Plot Device, than an actual NPC.  She won't fight Zarovich, but she'll provide information about him and the hotel.
  • Eva’s Gang, Goblins/Changlings I'm imagining them to be a cross between a biker gang and a flock of your stereotypical California surfer dudes.

Finally, I've got the bad guys: Strahd the Vampire, and his minions...

  • Strahd Von Zarovich  He’s the Big Bad Evil Guy.  He fell in love with Irina, who reminds him of his first love.  He whammied her with the intent of turning her, but didn’t get the chance, before she was dragged to relative safety by the townspeople.  I’m planning on making him a straight up Master BCV.
  • "Zombies" Not actually zombies, but thralls and Renfields made from former villagers.  Zarovich has been throwing waves of them at the village in an attempt to retrieve Irina.
  • Worgs They stalk the woods and mountains at night, and are the eys and ears of Zarovich.  I’m thinking of using werewolves (but only in their wolf form) for stats.
  • Bats Likewise, the eyes and ears of Zarovich, and potentially dangerous in large swarms.
  • The Hotel and its Ghosts  The Hotel itself will be an adversary of sorts, along with the spirits that haunt it…  that’s a topic for a whole different thread, though.
  • Leif Leipsiege, Accountant  One of the captured Foundation Agents.  Pressed into service as a Fine Thrall. Gone ‘round the bend.
  • Helga Olson, Receptionist One of the captured Foundation Agents.  Pressed into service as a Fine Thrall.  A little loopy.
  • Cyrus Belview, Butler One of the captured Foundation Agents.  Pressed into service as a Fine Thrall.  Nutso.
  • Sasha Ivliskova, Strahd’s Wife A previous victim, who had also reminded Zarovich of his long, lost love.  She’s a BCV, but he has imprisoned her in the Hotel’s walk-in deep freeze.  She’s pretty pissed about it, and if the PCs thaw her out, they may be able to enlist her against Zarovich.


Any thoughts or suggestions?

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DFRPG / The Supernatural Politics of Psionics
« on: November 03, 2011, 06:52:05 PM »
So, my players decided that my earlier idea of The Ghostbusters vs. Harry Dresden was fine for a short one-shot adventure, but not really fodder for a long-term campaign.

Oh well.

Instead, we've settled on more of a government consipracy theme...  If you are familiar with them, imagine an independent organization like the Archer Foundation (from the eponymous Spycraft RPG setting) jointly funded by a consortium of national governments and international organizations.  In recent years they've acquired all the resources and information of competing organizations like the Extraterrestrial Combat Operations Mission (XCOM!), the Bureau of Paranormal Research and Defense (Hellboy!), U.N.I.T. (Dr. Who!), the Ghostbusters and so on.

At any rate, the point is, the organization might not have spellslingers or wizards, per se, but they would make use of psionic talents and methods discovered during their research into extraterrestial biology and technology...  Telepathy, Telekinesis, Extra Sensory Perception and the like.

I've already run across a thread or two discussing the possible game mechanics behind psionics.  For my purposes, I'm going to use existing magical and supernatural powers, carefully picked and refluffed.  As far as the rules go, they'll work more or less identically to magic, just with different special effects.  The reasoning being that psionics are just, effectively, a sort of magic using a different source of faith and belief (pseudoscience!) to power them.

What I need advice on is:  How would the assorted supernatural factions react to such an organization? How would the Seven Laws of Magic apply to psionics, or would they apply at all?  And how might the White Council deal with mortals possessing magic-like supernatural powers, but who are backed by, funded by and take orders from mortal authorities?

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DFRPG / Enchanted Items for Non-Spellcasters...
« on: September 09, 2011, 04:50:20 PM »
"The strength of an enchanted item may be reduced by one to make it usable by someone other than the caster, such as a magically armored coat that anyone can wear."  YS279.

Normally, a non-spellcaster can only use an enchanted item or potion, if a wizard makes it and loans it to them (thereby temporarily sacrificing the relevant item slots until its given back).

Now, presuming I wanted to allow a non-spellcaster to acquire and use a magic item on a fairly permanent basis, what sort of (extra?) cost would you impose...  If they gained it through a stunt?  If they gained it by purchasing it with a Resources roll?

Thoughts?

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DFRPG / What Constitutes A Physical Attack...
« on: August 31, 2011, 06:19:02 PM »
...with regards to Physical Immunity?

Is it just anything that would cause physical (rather than mental or social) stress with a successful attack?

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DFRPG / Treating Super-Science as Psuedo-Magic...
« on: August 21, 2011, 03:59:13 PM »
In my previous thread about Ghostbusters Crossover Madness, there was a little speculation starting on how the Ghostbusters and their "technology" would fit into the Dresdenverse and the game in general.  I have have an idea about it, but am still not entirely familiar with the specific rules for magic in the DFRPG.  I'm aiming for as few chnages to the rules as possible, and for using as many existing rules (or something similar to them) as possible. 

So, let me know what you guys think...

The Theory:  Science, in it's way, is a form of magic that makes extraordinary things happen.  But whereas magic gains power from the conviction, faith and belief of a single creature, science gains power from the collective conviction, faith and belief of the entire population of the planet.  In other words, the more people that believe in a particular scientific theory, the more power it gains and the more "real" it becomes.  By way of example...  Until Copernicus convinced the world otherwise, the Sun DID travel around the Earth.

Also, since science likes to impose order and verisimilitude upon the rules of the universe, it takes equal strength from the disbelief of anything that tends to contradict established rules without good reason (especially supernatural creatures!).

The Rules: My idea is to use "Super Science!" as a sort of sponsored magic...  Since Super Science tends to employ relatively new and unproven scientific theories to bend existing Laws of Science, the gadgets and effects require, just like magic, a hefty dose of Conviction and Discipline to keep them working.  In other words, the character would be using the same rules as wizards to create a magic-like effect, but would be doing so using the trappings of super-scientific technologies, rather than using mystical powers and incantations.

Since this "pseudo-magic" relies on technology, it cannot be compelled for the purposes of involuntary hexing.  Conversely, however, effects and items created using Science! can be affected by hexing* (intentional or not).

Also, while Science! is not technically magic and technically not bound by the Laws of Magic, the White Council may still take notice of a Scientist! who blatantly and flagrantly violates those Laws on a regular basis.



*Though, I'm still considering how I want that to work.

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My sincerest advance apologies for my rambling verbosity.

So, my players and I are looking to take a break from 4th Edition Dungeons & Dragons once we end our latest campaign.  After mulling over our options, one of my players requested that I run a Dresden Files game.  Those of us not entirely familiar with Dresden are already familiar with Spirit of the Century and FATE, so it's a go. 

Now, I'm only partially familiar with the Dresdenverse...  I've seen all twelve episodes of the television, and I've just begun reading the novels and the RPG books.  Please, bear with me -- I'm catching up as fast as I can.   ;)

Anyway, I'm thinking over ideas and options I'd like to use for the campaign I intend to run.  Firstly, we all lie on the suburban frontier of Chicago, and so we'd like to use Chicago as our city of choice.  However, as with any game that based on an already established setting, that would feasibly put the player-characters directly into the shadows of the heroes of the novels the game is based on.  As I'm trying to reconcile the problem without resorting to the usual tricks and cliches (No, they aren't proteges of Harry! And no, he's not missing so they have to go find him and rescue him!), a brilliant idea hits me...

Back in the late '80s, WEG published a Ghostbusters RPG, which I'd played a few times in junior high school. The premise of the game was that the original Ghostbusters created a corporation called Ghostbusters International and were selling franchises to people who wanted to start Ghostbusting in other cities.  Why not use the same idea here?  There's really nothing in Ghostbusters that contradicts anything in the Dresdenverse, and vice versa.

So, the conceit is that the Ghostbusters actually exist in Harry Dresden's world, they'd effectively be clued-in mortals, perhaps bordering on minor talents, but relying more on (pseudo)science than magic.  My PCs would begin the game by opening a new Ghostbusters international franchise in Chicago, bringing them into direct (and open!) competition with Harry Dresden's business.

I'm really liking the idea of using Harry and Karrin as occasional rivals and foils with goals that are generally compatible with the PCs, but perhaps conflicting values and methods.

What do you guys think?  Could it work?

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