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Topics - Anubissama

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DFRPG / A "magical" gun?
« on: June 14, 2017, 01:36:11 PM »
So, a player of mine plays a minor talent character. He is a detective with psychometry.

To even the playfield, he would like to have a gun with special ammunition to combat the supernatural.

Here is what I have come up ith. First, he would create a stunt for his Investigation skill that allows him to role investigation to find out the Catch of the monster he is fighting. I'd set the difficulty of the role depending on how rare the mosnter is etc. This would allow him to create an aspect pertaining to him knowing the Catch of his opponent.

Then his gun would mechanically count as an IoP that cost him 1 refresh that has a spin on the SotC ability: All Creatures Are Equal Before God. Something like this,  "if you created an aspect about investigating the catch of a supernatural creature you can pay 1fp to activate this power. For the duration of the scene, your bullets count as the Catch to the supernatural beings power".

Now, this is how I imagine it to work mechanically. In-game this is explained as him investigating the catch and preparing the bullets beforehand. So the gun isn't really magical hence the "" in the title, it's just him doing prep work and paying a fp to activate it.

Is this a good way to frame it in the rules or am I overthinking this? Is it balanced or to op, not op enough?

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DFRPG / Supernatural assassin, but he is a mortal!
« on: March 13, 2017, 10:38:29 AM »
So in the semi-tradition of floating around weird PC ideas, here I go again.

This time it is a Focused Practitioner. The idea is that of a Kinetomancer who is an Assassin for hire. He kills people by using kinetic bullets, and uses a sniper scope as his Foci Item, and only the sniper scope, no rifle attached, which allows him to enter areas that usually would be inaccessible for a normal assassin with a traditional gun.

So of course he is breaking the First Law, but the method he uses makes it appear as if he is actually shooting people with normal guns, the only mystery being how he manages to make the bullet disappear. This makes him a highly sought after assassin for hire  (no bullet, no real evidence for a court conviction), but he also has to be careful when interacting with anyone from the White Council, should they ever put one and one together the Wardens will be after him.

He is only mostly aware of the supernatural community (no high Lore), just enough to move around it and avoid the Wardens.

His Kinetomancy is highly specialized, limited to kinetic bullets he uses for assassination (channeling), a limited version of phosphoromancy that allows him to bend shadows to help him hide (Cloak of Shadows), and a general lightness and extra kinetic energy to his movements (inhuman speed).

Enough general chitchat time for the build itself. Level Submerged:

Powers:

- Lawbreaker (1st Law) -2 (he makes a living killing people)
- Channeling (Spirit/Kinetomancy) -2
- Cloak of Shadows -1
- Inhuman speed -2

Adjusted Refinement: +3

Skills:

+5 Discipline, Conviction - for his kinetic attacks
+4 Deceit, Stealth - High Deceit to bluff any Wardens/Wizards he meets
+3 Burglary, Presence- Presence at +3 to give him 4 hitboxes in Social Combat should some Warden interrogate him

+2 Contacts, Resources
+1 Lore, Investigation - 1 Lore for his Rote Spell Kinetic Bullet

Focus Item

- Optical Sniper Scope
+1 Conviction Offensive Spirit, +1 Discipline Offensive Spirit

So when using his Scope with his Rote Spell to kill people, he pulls of an 8 shift attack, always.

I'm thinking of adding maybe some Stunt to make his targeting better when using the Kinetic Bullet+Scope. Maybe substituting his Sniper Scope for Glasses, to be even less conspicuous? Then he would be killing people just by putting on a pair of glasses and looking at them?

Maybe something like:

- In my Sight

When using your Rote Spell, the amount of shift you gather for the Attack also count as you discipline role for targeting.

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DFRPG / Unseelie Accord Lawyer - idea for a character.
« on: February 02, 2017, 10:29:58 AM »
So I have been tinkering with the idea of an Unseelie Accords Lawyer, something like an auditor if Mab suspect a breach of the Accords, but also generally a freelancer if he isn't currently on an assignment from her. If you want to join the Accords, need something explained, or are preparing to back stab your opponents but want to be in the clear (as far as the Accord bylaws are concerned) this is the guy you hire as a consultant.

This is the template I came up with. Level Chest Deep.

Skills:
+5 Presence, Intimidation
+4 Empathy, Scholarship
+3 Discipline, Conviction
+2 Contacts, Deceit
+1 Investigation, Resources

Powers:
Unseelie Magic -4
Marked by Power -1
The Catch +2
You can only use Unseelie Magic if at least one member of the opposing party has the aspect "In violation of the Accords".
You may use Unseelie Magic regardless of that restriction in social actions, and to substitute/modify investigation roles. - per Quantus suggestion

Stunts:
"I went to Winter Law School"
You can use Scholarship roles to substitute Lore roles, pay one FP to substitute other roles with Scholarship roles as well if it is justifiable in story

"The Cold of Winter is my shield"
When attacked by a party with at least one member who has the aspect "In violation of the Accords" you have an Armour against physical stress worth 3 shifts. You can spend an additional FP to make the Armour 5 shift for the duration of one attack exchange. per Tedronai's suggestion

"Winter always balances the Scale"
If you put the aspect "In violation of the Accords" on a character, this aspect becomes immediately a sticky aspect

So the character is obviously lacking in the physical department with only 2 stress boxes on the physical stress track. But he isn't meant to be a magical or physical powerhouse, the idea it to win in social battles and leverage the threat of Mab and the Accords as much as possible. If things go awry he is just supposed to get out of there and report to Her, which is why is somebody does decide to attack him they most definitely need to kill him.

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DFRPG / Black Court Vampire PC
« on: October 20, 2016, 09:48:14 AM »
So I have been toying with the idea of a Blampire PC character, but they seem vastly to costly in terms of refresh, even on Submerged.

Here is a list of powers I see necessary for a Blampire:

Living Dead - 1 for obvious reasons

Strange Sense -1 night vision, smelling blood, and hearing hearts pumping

Domination -2 to make Reinfields

Gaseous Form -3 as presented by Marva

Human Guise -0 at least fresh Blampires are mostly human looking

Supernatural Speed -4 Blampires are described as moving faster then the eye can see

Supernatural Strength - 4 and they have the strength to go with it

Here are powers I see as optional for Blampires:

Claws -1 with a trapping for Fangs, since I don' really see Fangs being useful in a normal fist fight, I would say that the trapping should give a bonus to damage while grappling, where fangs can actually be useful. They are optional in my opinion since we never actually get a description in the books saying that Blampires have fangs, and if you are really in to it, you can pierce skin with normal human teeth especially if you have Supernatural Strength.

Addictive Saliva -1 not sure on this one, I can't recall anyone being sexually aroused by Blampires feeding on them be it in the Files of Bram Stokers book, the orgasmic nature of vampire bites seems to be a modern addition to the myth

Spider Walk -1 Dracula does it in Stokers book, so I guess its something they can do

Cloak of Shadows -1 again, Dracula can disappear in the shadows, we haven't seen a Blampire do it in the Files, unless you want to count Mavra's double sudden appearance in Blood Rites

Swift Transition - 1 no base for that in both books but would make sens for them to be able to do it

Blood Drinker -1 obviously they drink blood, but what give Blampires the power is the death they cause by it, and they don't seem to gain any powers of having blood in there belly like Red Court Vampires

Feeding Dependency +2 again not really sure if they HAVE to drink blood or just get power from it so if they want to get stronger they have to kill but they don't have to necessary do it, I added it mostly because of the +2 since a Blampire is enough of a costly build.

So this make a Blampire build cost between 15 to 19 Refresh, the biggest chance to regain some of that is by the Catch, since Blampires have a bunch and they are well known:

The Catch needs to be between 6 to 10 refresh worth:

- no supernatural powers in Sunlight - yes, in Bram Stoker's Dracula, the Prince of Darkness walks around the daylight without bigger problems he just isn't able to aces his powers, the falling to dust effect was invented in the black and white film Nosferatu

- Holly Object - when carried by someone with Faith in that particular object, Marva doesn't seem to have a problem with Dresden Pentacle as long as he isn't concentrating his Faith in Magic in to it, making it glow

-Garlic - very common, very well known, without a doubt worth a bunch of refresh

-Threshold - cannot cross them without an invitation, again a big limitation

- Fire, Stake through the heart, Decapitation - common known weakens but then again no one likes to be decapitated or set on fire, so probably not really that much worth in Refresh

- Running Water - here I'm unsure how much of an obstacle that one is, is it just that they can't aces there powers like Wizards while under/on it? Or is it like a threshold barrier and every time a Blampire wants to cross a river they have to backtrack it to it spring and cross it from that point?

So what do you think? Which powers do you think are necessary/justified for a Blampire? Do you think that the Catches as stated are worth 6-10 refresh?

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