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Topics - cgodfrey7

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DFRPG / Initiative Question
« on: February 20, 2011, 02:57:42 AM »
I have come across a problem in my game, looking for insights, maybe something that I am missing.

Combat is occurring several zones away and has been going on for 3 combat rounds.  A bodyguard is protecting her charge, Queen Melody.  One of the combatants runs towards QM, and the bodyguard steps between the combatant and her charge.  According to the rules of initiative on YS199, "You may opt to delay your actions until a future point in the exchange, allowing you to interrupt someone else's action later in the initiative order.  Once this happens, your initiative is set at that point for the rest of the conflict, unless you delay again."

I am having problems with this statement.  Because the bodyguard has been waiting, should the bodyguard automatically get to go before the combatant, or do you go strictly off the Alertness skills and in case of ties, Athletics second?

Thanks.

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DFRPG / Sponsored Magic Question
« on: January 26, 2011, 07:13:17 PM »
I notice in both Seelie and Unseelie Sponsored magic they mention wildness.  Can anyone provide some examples, mention pages in either RPG book, or point me to posts about this?  Thanks.

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DFRPG / Location Aspects
« on: January 19, 2011, 05:19:15 PM »
Looking for ideas and suggestions, my brain is refusing to cooperate on creating some quality aspects.  Here are a couple of locations, all help appreciated.  Thanks.

Location: The Blarney Stone Pub
Aspect: Amateurs waiting to be discovered
Tuesday nights aspiring singers and musicians flock to the open mic night at this pub located on Balboa Ave. less than 2 miles from Pacific Beach.

Location: San Diego Zoo
Aspect: Exotic animals from around the world
Animals from every continent can be seen in this unbelievable collection.  2 days are required to fully see all of the exhibits.  Major events occur each month.  The latest event features Koalas from Australia.

Location: Viejas Casino
Aspect: Everything you desire, for a price
Just east of San Diego, slots, bingo, tables, off-track betting, a variety of restaurants, the new V-Long, 700-seat Dreamcatcher showroom for live entertainment .  Expanded poker are, extra plasma screen for football, boxing, and other events.  Located in the middle of Viejas Outlet center has 255,000 square feet of shopping, even more restaurants, an ice skating rink open during the winter, Concerts in the Park (April through September), an interactive water fountain for kids, and coming this fall, the brand-new Viejas Bowl, a must-hit entertainment venue for families.   Owned by the Kumeyaay Indians, they seek to regain their rightful place through subtle means, magical and monetarily. Debts earned can be paid off through favors and other ways.

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DFRPG / Hydromancer
« on: January 09, 2011, 08:37:57 PM »
I had some thoughts I would like input on regarding hydromancers.  Normally running water is supposed to ground out magic and make it hard for a wizard to cast any magic.  Will running water have the same effect on a hydromancer?  What effect does rain have on a normal wizard?  Will it have the same effect on a hydromancer?  From a game balance point of view it would make sense that they should have the same effects, but if they have a natural affinity towards water, I guess they could just use a fate point and invoke their main aspect.  Anyway, thoughts/comments/ideas/suggestions?

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DFRPG / GM help requested for running DFRPG online
« on: December 09, 2010, 07:22:57 PM »
I have been a table-top GM for AD&D years ago, and would like to start a DFRPG game in January set in Tampa, FL, when I return from vacation.  I was wondering if there were some guidelines/suggestions as to how to go about this as many of you have already experienced this.  The two main approaches I see are play by post, or play by chat.  Pros?  Cons?  Suggestions?  My initial thought is to create three threads in the Play By Post area; City Creation, Character Creation, and IC posts for the actual game.  For those that run the Play By Post, do you have the chat up also for public/private messages?  How do you save the chat info?  Thanks and have a great holiday.

6
DFRPG / Autumn Magic
« on: November 27, 2010, 07:05:54 PM »
I have a PC that wants to be a knight of a "fallen" court where he is trying to gather up the 4 treasures of the Sidhe (Tuatha de Danaan) to restore the Autumn Court to its former power.  Part of this is coming up with a set of magic similar to how Seelie Magic and Unseelie Magic are laid out in Sponsored Magic that may be used as an element for evocation.  Spell effects I was thinking could include:

Fairy Paths (travel between mortal realm and Never Never, or mortal realm to mortal realm through Never Never, or different areas in Never Never is easier for the Autumn Court)
Veils/Glamours/Illusions (easy to disguise your appearance, hide things from those without the Sight)
Weather (predicting, causing, changing)
Silver Tongue (charming ways that increase social standing or presence or ease of casting spells)

Not sure of a possible 5th one, and not totally sure of what I have listed so far.  Ideas, suggestions, alterations please?  Have others already come up with something like this and can share, or point me to a link of an existing post?  Thank you.

7
DFRPG / Transform Cafe into Forest
« on: November 24, 2010, 09:28:44 PM »
One possibility I see in the future of my game is that an Aztec Shaman will want to avenge his sister's death by luring the PCs into a jungle terrain with animals and so forth.  There is a restaurant called the Rainforest Cafe that some of you may have heard of, just imagine some real plants, lots of plastic trees, a waterfall, fake stuffed animals that occasionally move and emit animal noises, live fish in cylinders, amid the eating area, bar, and gift shop. 

If the shaman wanted to change the Rainforest Cafe into a "real" jungle with "real" animals for a mortal lifetime, assuming he was going to perform ritual sacrifices in the restaurant to accomplish this, how would he accomplish it?  Transformation magic through thaumaturgy I assume.  Would he have to have Sponsored magic and ring up a huge debt then pay it off with the sacrifices, or could he do it "on his own" using the sacrifices?  By the way, do you think a reasonable "size" for the restaurant would be 12 zones (3 zones by 4 zones?)  Would the effect start in one zone and spread, or would we need to add 24 shifts (2 per zone expansion, no books with me right now)?  How many shifts of power do you think it would take to accomplish this? 

8
DFRPG / Looking for ideas
« on: November 21, 2010, 12:55:08 PM »
I have a basic idea of an archeologist that discovers an artifact or deciphers some runes that possess him into setting fires with human sacrifices at specific locations to eventually summon a demon, however, that seems almost too cliche to me.  Anyone have alternate story idea(s) that involve arson?

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DFRPG / Item Of Power - Nuada's Sword Of Light
« on: November 17, 2010, 02:06:11 PM »
One of my players is making a Knight Of The Sidhe from a court that was forced to leave Ireland 1000 years ago by the Milesians, they have gone to the Otherworld (a section of Nevernever in Dresden terms.)  The Knight is being sent into this world to gather up the 4 treasures of the Tuatha Dé Danann so that the banished court may return in full power.  He has The Sword Of Light Of Nuada.
The four treasures are: The Dagda's Cauldron, The Spear of Lugh, The Stone of Fal, and The Sword of Light of Nuada.

This is from a quick skim of various web sites (last one rants a little):

Findias Uiscias or Uscias Sword (claideb) which belonged to Núadu No one ever escaped from it once it was drawn from its sheath, and no one could resist it.

To Nuada at his coronation was given a sword forged by the druid Uscias in the island of Findias. This sword, known as the Sword of Light, was irresistible to any man who laid eyes on it and promised death to every man who stood against it.

  "From the homeland, the people brought the Bright Sword. Its singular spirit cannot be escaped. O how wretched life increases when it (the sword) is unsheathed (or revealed).   In summation, the Bright Sword was a symbol rooted deeply in the history and consciousness of the Tuatha de Danann, long before their arrival on the Emerald Isle in the 13th century BC. It held the magical qualities of not only protection, but also was a symbol of illumination, wisdom, skill, creativity, speech and honor.         What then is the central theme of this Sacred Symbol? What one thing could possibly contain the various qualities of wisdom, illumination, skill, creativity, speech and honor? It is a simple answer really. It is nothing less and nothing more than TRUTH! What illuminates more brightly than TRUTH? What engenders wisdom more than TRUTH? What slays false speech more quickly and more thoroughly than TRUTH? What makes life more wretched for those who would avoid TRUTH? What is more honorable than TRUTH?

Using the Item Of Power idea, I was thinking that the sword, when drawn, would offer the wielder the choice of Alertness +4, or Presence +4, or Rapport +4, or Might +4.  Would that be a refresh of -2 for the +4 basic skill then another -1 because of the choices?  Should it cost 1 Fate point to activate, or would 1 Fate point give +2 and 2 Fate points give +4?  Oh, and do you think I have the basic idea of the sword, or would a different interpretation be better? 
Also, I wanted the sword to help locate the other treasures somehow, any ideas on that without making it too easy?

Sword Of Light:
Musts: You must be a Sidhe to wield the sword's powers, blessed by the King
Effects: When drawn, either Alertness +4, or Presence +4, or Rapport +4, or Might +4
Holy symbol against creatures of chaos
It's a sword
Unbreakable
Total refresh?

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DFRPG / Ward Strength?
« on: November 11, 2010, 05:19:32 AM »
p276 A ward is basically a very potent version of a block using thaumaturgy instead of evocation.

It must be late, but I was trying to figure out why a wizard would make a 8 shift ward when he could make a 24 or 40 shift ward instead?  Other than being game breaking with the PCs not being able to break through, am I missing some limiting factor?

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DFRPG / Tattoos and Conjuration
« on: November 08, 2010, 08:06:06 PM »
I have read several posts about the pros and cons regarding tattoos and how to classify them.  I would like to pose an idea, and get feedback please.

I have an NPC that creates tattoos using a special ink while he makes them and hums a ritual song for focus and infusing small bits of power into the tattoo (i.e. thaumaturgy).
Suppose another tattooist with the same powers tattooed a yakuza style tattoo of a dragon that covered the first tattooist's back, part of both arms, and chest.  I believe that it would take at least a week to finish this process, assuming at least 4 hours each day.  Since I don't think a ritual can be stopped and started, suppose that on the last day only the ritual is done, with everything leading up to that last day being preparation.  I believe that would allow for enough shifts of power to allow the tattoo to remain active for a mortal lifetime.  Add 4 shifts for 2 conditions to activate the dragon tattoo; verbal phrase, or tattooist receives 4+ points of damage from a weapon (btw, is that too specific a condition?) 

I would like to think of the dragon as a conjuration formed from ectoplasm, lasting 15 minutes (is this too long?), and I think the dragon would be about the size of a large dog with wings.  Would the dragon tattoo be able to attack with claws and do harm?  Would it be able to breathe flame also, and again, do harm?  To recharge the dragon tattoo, the ritual on the last day would have to be redone with the incantation and special ink being applied at certain intervals, but not redo the entire drawing again.  Comments please.  P.S.  Is there a summoning spell somewhere to summon insects, bats, rats, cats, etc. to aid the spellcaster?

12
DFRPG / Major NPC (plot) help
« on: November 06, 2010, 04:40:10 PM »
I will be running a live game soon, and want to make sure I have my first major NPC setup correctly.
Here's the plot background summary:
This is set in Tampa, Florida, the PCs are starting at Power Level Feet In The Water (6 refresh 20 skill points)
Female college student is kidnapped, her roommate contacts detective (PC), he will track down rumors leading to Ybor city district with 2 rival Latin/Cuban gangs.  Eventually he checks out an Ice Manufacturing Company, staffed by gang members.  Downstairs is a room with cupboards filled with red seeds, needles and thread, wooden balls covered in runes, “x” pins, herbs, salt, sand, ash, beads, countertops, medical surgery items, disposable gowns, masks, weird smells, gurney.  Hooks on cable from ceiling.  Large vat with liquid, one head held with net and weight floating in middle of vat bath, wooden ball (runes carved on surface of ball) already inside the head.  Head buried in sand in hot rock pit.  Erika is an Ecuadoran head shrinker that has learned to siphon off the life force via ritual sacrifice once a month at the new moon to maintain her youth.  She can also make zombies by attaching a head to a body that is kept preserved on ice.  Erika is the queen of one of the Latin/Cuban gangs.

Erika Mendoza aka Queen Melody (good singing voice while chanting rituals)
High Concept: Sorceress Head Shrinker
Aspect: Live Forever Young (must have new victim once a month to keep young)
Skills: (36 pts)
Alertness 2
Contacts 4
Conviction 4
Deceit 3
Discipline 4
Empathy 3
Intimidation 4
Lore 4
Presence 4
Resources 4
Stunts: (12 Refresh)
Wizard’s Constitution [-0]
Evocation [-3] p180
Thaumaturgy [-3] p181
Lawbreaker First [-2] p182
Lawbreaker Fifth [-2] p182
Refinement [-1] Thaum Control +2
Refinement [-1] Thaum Power +2
Focus Item Thaum Atheme  (offensive/defensive, more reading needed) p278 (combine 2)
Enchanted Item Shield Charm Armor 3 for 4 physical attacks (combined 2)
Focus Item Wand Evoc +1 Offensive Power
Physical OO
Mental OOOO

Will the Forever Young Spell require about 12 shifts to succeed, 3 to overcome physical resistance, 8 for severe consequence (death)?  The sacrifice will be bound, so no dodge or athletics roll will be possible. 

Do I have the correct levels for skills and items?  If the PCs ever confront her directly, Erika will have 2 bodyguards while she casts Evocation spells.  If a bodyguard falls, Erika would cast a Fear spell and leave quickly.  She is physically weak, hence the shield charm.  By the way, can you make a shield charm that has a total of 12 points of damage is can absorb before it stops working?

How would a Fear spell be created, to make the PCs possibly run away or cower, unable to attack?

I am also looking for more ideas as to what her purpose is, gain more power seems so mundane but is all I can think of at this time.

Thanks for all the help. 

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