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Messages - vultur

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1006
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 01, 2010, 02:52:15 AM »
I agree old ones = outsiders. However, things like deep ones, hounds of tndelous and Cthulu Ghouls may be interesting alternatives. 

I may do a thread with some of these Dresdenified. This thread is for mythological ones, though.

1007
DFRPG / Re: Statting a Denarian
« on: September 01, 2010, 02:46:35 AM »
In my opinion, most of the ones in Our World are way overstatted. I'd say 'low level' Denarians should come in in the low teens refresh, 'middling' types in the neighborhood of -15, and ones like Ursiel and Tessa in the high teens to low twenties (my version of Tessa would be -21, I think). Only Nicodemus is really plot device level, IMO.

I'd say the basic Denarian template should include Beast Change, Demonic Co Pilot, Supernatural Recovery, and Hellfire if you're already a spellcaster. Everything else should be individual, though most will have a lot of other powers: spellcasting, Speed, Strength, Toughness, etc.

For example, a muscle type like Obsidian Statue might have these powers:

Beast Change [-1]
Demonic Co-pilot [-1]
Supernatural Recovery [-4]
Inhuman Toughness [-2]
Supernatural Strength [-4]

A weaker spellcaster type like Rosanna might have:
Beast Change [-1]
Demonic Co-pilot [-1]
Supernatural Recovery [-4]
Evocation [-3]
Thaumaturgy [-3]
Sponsored Magic, Hellfire [-2]

Note that Tessa is called out (in SmF, I believe) as unusual among the Denarians for being probably White Council level! They do not tend to be magical heavyweights.

1008
DFRPG / Re: Item of Power: Fragarach
« on: August 29, 2010, 09:16:32 PM »
+2 weapon rating for a single weapon or form of attack is a -1 refresh stunt that does not need a FP. As a power it could be even +3 weapon rating... or you could just start out the sword as base weapon 3 and add 2.

OK, thanks.

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Ignoring 2 points of armor with a specific attack is an effect of similar power. So another -1 refresh.

What about ignoring ALL armor? But not toughness/recovery/immunity powers, that's for a Sword of the Cross. (So if you hit someone with Inhuman Toughness, it ignores the Armor:1 but not the 2 extra stress boxes.)


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Consider True Strike to give +1 to weapon rolls with the weapon for another -1 refresh.

True. Good idea.

1009
DFRPG / Item of Power: Fragarach
« on: August 28, 2010, 08:50:46 AM »
Fragarach, the Answerer


A blade forged by the gods, Fragarach was wielded by many of the great heroes of Irish mythology: Manannan mac Lir, Lugh, Cu Chullain, and Conn of the Hundred Battles all bore the blade at at one time or another.

*It Is What It Is: Fragarach is an early medieval Celtic longsword slightly more than three feet long. Crafted with superhuman skill, it thus provides Weapon:3 inherently, before its other powers.
*Deadly Blow: Fragarach is said to bring death to whatever is wounded by the blade. It counts as a Weapon:5. [-1]
*Command of the Air: Fragarach grants its wielder control of the air in battle, as Channeling (Air). [-2]
*The Ultimate Blade: Fragarach provides a +1 to all Weapons rolls using it. Furthermore, no armor can withstand the Answerer. Attacks with Fragarach ignore all Armor. [-3?]

Refresh Cost: -4?


1010
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 05, 2010, 06:40:05 AM »
Fire Giant
High Concept: Herald of Muspellheim
Other Aspects: Breathes Fire; Walking Cataclysm

Skills:

Superb: Endurance, Might, Weapons
Great: Conviction, Discipline, Fists
Good: Alertness, Intimidation, Lore
Fair: Athletics, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Breath Weapon [-2]
Hulking Size [-2]
Mythic Strength [-6]
Mythic Toughness [-6]
Supernatural Recovery [-4]
   The Catch [+1]: Cold/frost
Seelie (Muspellheim) Magic [-4]
World Burner [-1]: Fire giant can spend a Fate Point to make an attack affect an entire zone


Stress:
Mental OOOO +1 mild consequence
Physical OOOOOO(OOOOOO), Armor:3, +1 mild consequence
Social OOOO +1 mild consequence

Total Refresh Cost: -24

Notes:
Uses a tremendous flaming sword (normally Weapon:4, Weapon:10 due to strength). Its Seelie Magic is not truly from Summer Faerie, coming from the power of Muspellheim instead, but it is mechanically identical to true Seelie Magic.

This fire giant stands about 24 feet tall and weighs about 8 tons.

1011
DFRPG / Re: Denarians - How Do They Work
« on: August 03, 2010, 10:00:12 PM »
I'd say: universally Demonic Co-Pilot and some Recovery/Toughness stuff, with a catch of Holy Stuff. They all seem to have Recovery, probably even Supernatural, but the lesser ones may not have Toughness -- Kincaid takes down the 'Obsidian Statue' Denarian with one shot, for example.  That's all I'd say is *really* universal.

Then most have Beast Change, and Human Form affecting their other powers, which can vary a lot (possibilities: Speed or Strength powers, Breath Weapon, Claws (maybe Venomous), Hulking Size (for Ursiel for example), maybe even better Toughness, whatever.) [They may not ALL have this shapechange -- Nicodemus doesn't seem to.]

Those that can use magic also get Sponsored Magic (Hellfire).

The layout varies a lot by individual Denarian, I think -- they're basically unique creatures. Some have most of their power locked up in their combat-shapes, like Ursiel; others, like Tessa and Rosanna, are more magically than physically powerful. Also, their total power level varies way more, IMO, than Our World really suggests (it tends to way over-stat them, in my mind) -- I'd put only Nicodemus at 'plot device' level, and I doubt most of them are really operating at the -15 to -20 Refresh big leagues. (Ursiel probably is, Tessa probably is.)

I might stat some out in a thread...

1012
DFRPG / Re: Confusion on the 'were' section
« on: August 03, 2010, 09:05:07 PM »
I'm aware, I'm from Montana, and Grizzlies are a very real presence hereabouts.

Uh...not really. At 8' sure, but not at 10 to 12 feet, and I always got the impression anything under 10' is short for an Ogre.

Well, Our World says 8 to 12 feet. That is shorter than I had thought, too, but...

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Anyway, it's not a exact science, I admit. 1000 lbs is just right about where I draw the line, but it might be doable for some creatures at a bit lower. On the other hand, it seems to me like people have looked at Hulking Size and then give it to everyone who's even a bit above human-sized, which is an even bigger mistake. After all, Tigers can get up to 500 or 600 lbs, but I certainly don't think they should be suffering any Stealth penalties, do you?

I agree. The cutoff should probably be a bit higher for things like tigers and such, that are naturally 'lightly built', and lower for things like ogres and wild boars that are inherently unstealthy.

1013
DFRPG / Re: Confusion on the 'were' section
« on: August 03, 2010, 05:38:12 AM »
Oh, I give it to Kodiaks, they're sometimes nearly twice the size of Grizzlies.

Ok, makes sense.

Grizzly bears are very variable in size. There's the normal individual variation, and males are bigger than females -- but the Alaskan population is significantly larger than the lower-48 types.

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My usual cutoff is 1000 lbs. Under that you lack Hulking Size, at it or above, you have it.

Hmm. According to Our World, Ogres are 8 to 12 feet tall, and they have it. If ogres are built like really burly humans (as I had thought), an 8-foot ogre wouldn't weigh 1000 pounds, more like 500-600.

1014
DFRPG / Re: Spell-Blocker Item of Power
« on: August 03, 2010, 04:32:16 AM »
Lord Talos in Our World has a -2 refresh coat of spell-repelling mail (-8 Physical Immunity, +5 Catch: Only against magic, +1 Item of Power bonus).

1015
DFRPG / Re: Confusion on the 'were' section
« on: August 03, 2010, 04:14:25 AM »
I wouldn't give it to most Bears either. The cutoff point you need to remember is as follows: Creatures with Hulking Size cannot use Stealth. If the creature you're thinking of is capable of being sneaky (as gorillas and bears most certainly are), it shouldn't get Hulking Size.  Most 'larger than human' creatures just don't warrant it. We're talking Elephant size here, not Gorilla.

How big are Ogres supposed to be then? They have it, and I thought they were like polar/Kodiak bear size.

1016
DFRPG Resource Collection / Re: Custom Power List
« on: August 03, 2010, 12:55:40 AM »
Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)

1017
DFRPG / Re: Man with a Golden Torc
« on: July 25, 2010, 05:57:09 AM »
As you mentioned, it probably does need to be a bit higher.  The torcs, after all, make the Droods pretty much invincible. That is to say, the only thing that I can recall ever damaging an armored Drood was another armored Drood or, I think, the Deathstalker. Though I may be misremembering there.

Strange matter weapons can do it, like the elf arrow in the first book. Torc Cutter (from the first book) can kill an armored Drood, but it's a REALLY epically powerful magic item  -- it's in the same 'forbidden weapons' collection as things like Sunwrack ('for putting out the stars one at a time') and Winter's Sorrow (releases Fimbulwinter - eternal worldwide ice age). In the second book (Daemons are Forever) the Loathly Ones can do it, too, with some of their top level weapons.

The veiling doesn't work for normal sight, IIRC, just magical detections. People do notice when they're armored-up in public.

No healing, yeah.

Supernatural Str/Toughness seem kind of low. An armored Drood can successfully wrestle a huge, age-old dragon and walk through ancient sturdy stone walls as if they were nothing; but Supernatural Strength might be OK, though at the high end of it. And Eddie Drood soaks up a (small, admittedly) atomic blast in the first book. Mythic Toughness at minimum.

It's not really an Item of Power, as the Torc can't be removed in any normal way without death
(click to show/hide)
I agree that Sponsored mechanics are perhaps more appropriate, but they're really only designed for spellcasting.

I'd give the basic armor/torc:
The Sight [-1]
Human Form [+1] affecting:
Environmental Immunity [-??] Completely unaffected by any kind of environmental hazard (cold, heat, airless environments etc)
Mythic Toughness [-6]
  The Catch [+0] Strange Matter and the like
Supernatural Strength [-4]
Inhuman Speed [-2]

1018
Well, Harry can do almost that good, and still needs to resort to guns now and again. And, even sans his Evocation Specialties, assuming well designed Foci Grevane's only gonna drop from a 9 to an 8 shift Evocater...so, while I might do that, you're still not gonna be happy with him. I'd assume that a lot of his non-Evocation has to do with keeping his Zombies up and going, not any weakness in the area.

I wouldn't give him any Evocation Foci, either. I just don't see the evidence that he uses it enough to want them.

(And I'd only give him -1 on Lawbreaker (First), too, as while he kills a lot of people I imagine he'd mostly do it by ordering his minions to kill them, not with his own magic.)

1019
Hmm. You have Grevane waaay stronger than I'd put him at. Grevane had tons of zombies, but I wouldn't have thought he was nearly that good at slugging it out with Evocation. In DB, he fights with massive zombie hordes and -when cornered- with a kusari/fighting chain; if he were a good Evoker, he'd have fought with magic instead of that chain. 11-shift Weapon:9 Evocations are far too much IMO; frankly, I wouldn't give him any Evocation Refinements at all; IIRC he never casts an Evocation in the book.  (I know it's based on the official Stats, but I think some of the villains - Grevane and most of the Denarians - are significantly overstatted, while the WC types - Luccio, Morgan, the Senior Council - and the Fae Ladies & such are heavily understatted.)

Kumori looks very good; Harry says she's probably Council-level, but we don't see her do all that much.


1020
DFRPG / Re: Crafted Items and the First Law
« on: July 21, 2010, 05:47:20 AM »
Totally this! As to Merlin creating the laws, I'll just add that the laws were in response to the lawbreaker effect rather than the cause of the lawbreaker effect.

Unless Merlin was powerful enough to change the nature of mortal magic, that is.

...I doubt it, but it's a possibility.

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