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Topics - Baron Hazard

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1
DFRPG / recovery of additional consequence slots
« on: October 26, 2014, 03:59:59 AM »
Hey, dont have my books on me. Im trying to remember, if someone has takrn 2 mild consequences. Do those recover simoltaneously or one at a time?

2
DFRPG / Shapeshafiting/Skill shuffle and extra consequences
« on: August 24, 2014, 05:55:36 AM »
i was trying to search, but the annoying cap on 1 search per 60 seconds makes it nearly impossible, but i didnt see anything come up on my first two attempts using different criteria.

How do you guys rule the extra consequence granted from the skill shuffle trapping of shapeshifting (if the shapeshifter takes an endurance 5 in beast form and his human form has lower)? For the sake of not saying "they lose the empty one instead" lets assume both mild consequences are used and you shape shift out.

do you let it go? since its the end of a scene and its not that deterimental anyway (assuming they shapeshift out at the end of a fight or what not), does it "upgrade" or does the slot go away but remains as an aspect for the next scene? i think thats the ways i can think of to handle it.

3
DFRPG / New Templates
« on: July 28, 2014, 12:23:18 AM »
My current character created a supernatural type that I liked and figured i'd offer a template to those that would like to use it. (I started the same thread in the resources, but realized after that I wasnt supposed to start a thread there :X Asked for it to be deleted!) Please lemme know what you think and post your own! :)

SENTINEL
What is a Sentinel: Sentinels are Shapeshifting defenders of nature, they communicate with animals and act as a protector to animals and wild places against the encroaching humanity and developments.

What powers a Sentinel? A Sentinel is a sentinel from birth, and what factors play into it: whether it is genetics, some sort of force or power choosing candidates or some other method is unknown. What is known is that a prospective Sentinel usually grows up with an unswerving interest in animals and nature that general leads them into related fields. Often the Sentinels powers awaken when involved in a stressful animal-related event, a perspective Sentinel can go through life never having their powers awaken (and in this day and age, many do.) Those that follow the traditions of the Sentinel (if you can find them, as such individuals are exceptionally rare), refer to their source of powers as the 'Primal Wellspring.' It is important to know that this power source has no concious agenda and, once awakened, a Sentinel has access to their powers whether they uphold the 'Agenda' of the Primal Wellspring or not, (Though, the power itself helps mold them into the type of people that would uphold the Agenda.)

Historically? Some speak of Sentinels that existing during the times of Pre-history, at the time, these Sentinels most likely stood as mediators between the Child of Man and the Child of Beast, though the difference between the two was less pronounced as it is now. It is likely there were far fewer Sentinels at the time, and it is also possible that these Sentinels gave rise to many of the Shamanic traditions later in cultures.

As the March of Time continued on, the Child of Man moved farther and farther away from the Child of Beast, they began to try to master nature as opposed to live with it, an ever widening schism developed, and the Sentinels became less mediators and more guardians, soldiers in a war against the destruction of wild places and those that lived within them. It was during this period of rapid advancement and growth that we saw the most sentinels active at any time.

Eventually it became obvious that the Sentinels lost, much of this may have been with the help of the White Council and the Vampire Courts, and now in an era where nature is few and far between, and animals grow less and less common, awakened Senntinels have become more rare.

The Oath of the Sentinel. At some point in the distant past, A large portion of Sentinels began following an Oath, where this Oath originated is unknown to most if not any these days, but most assume a powerful and influential Sentinel developed the oath as he trained more of his people.
  • Seek balance between the Children of Man and the Children of Beast.
  • When threatened, you speak and stand for the Children of Beast and their Wild Places, the Children of Man have no end to those that stand for them.
  • Act in respect with the Children of Man, act in your duty, but do not needlessly provoke the Child of Man.
  • A Sentinel's conduct reflect on us all, do not dishonor our birthright in your actions.

Powers:
[-1] Animal Speaker
[-4] True Shapeshifting
[+1] Beast only
[+1] Human form affecting:
[-3] Modular abilities (Minimum [-4] or [-5] Suggested)
[+0] Modular Stunts
[+0] Wizard's Constitution
Base Refresh Cost: 6 (suggested 7 or 8)

TRUE SHAPESHIFTING Found in YS 177
Beast Only [+2]
Note: Discuss this cost with your GM, they may decide +1 is a more appropriate refresh refund.
Using your shapeshifting you can only assume the forms of natural animals, and they have to be animals you have seen. You can not assume the form of an inanimate object, nor can you assume the form of a human other than your natural appearance, and you most certainly cannot impersonate a person. You can't even impersonate a specific animal, though you can get damned close and most humans don't know the difference anyway.

MODULAR ABILITIES Found in YS 177
Modular Stunts [+0]
Your modular power points can be spent on buying stunts as well as supernatural powers, provided these stunts are in theme with your power and your GM approves them.

ANIMAL SPEAKER [-1]
Skills Affected: Social
Known by animals. Animals notice you for what you are, they recognize you on some instinctual level and will readily come forward and contact you. This means animals will sense and find you more easily than other people, when all factors are equal. Animals get a +2 when trying to perceive or locate you.
Speak to Animals. You can speak and otherwise communicate directly with animals, without any need to perform thaumaturgy.
Seek the Beast. Animals seek you out, and it goes the other way as well – enough that you may use contacts to seek out information among animals. This is of course limited by what the animal has seen and can comprehend.

SOME BASIC SENTINEL NPC'S
(click to show/hide)
(click to show/hide)
(click to show/hide)


4
DFRPG / New Templates
« on: July 28, 2014, 12:18:41 AM »
My current character created a supernatural type that I liked and figured i'd offer a template to those that would like to use it. Also feel free to post any templates you have to offer here. :)

SENTINEL
What is a Sentinel: Sentinels are Shapeshifting defenders of nature, they communicate with animals and act as a protector to animals and wild places against the encroaching humanity and developments.

What powers a Sentinel? A Sentinel is a sentinel from birth, and what factors play into it: whether it is genetics, some sort of force or power choosing candidates or some other method is unknown. What is known is that a prospective Sentinel usually grows up with an unswerving interest in animals and nature that general leads them into related fields. Often the Sentinels powers awaken when involved in a stressful animal-related event, a perspective Sentinel can go through life never having their powers awaken (and in this day and age, many do.) Those that follow the traditions of the Sentinel (if you can find them, as such individuals are exceptionally rare), refer to their source of powers as the 'Primal Wellspring.' It is important to know that this power source has no concious agenda and, once awakened, a Sentinel has access to their powers whether they uphold the 'Agenda' of the Primal Wellspring or not, (Though, the power itself helps mold them into the type of people that would uphold the Agenda.)

Historically? Some speak of Sentinels that existing during the times of Pre-history, at the time, these Sentinels most likely stood as mediators between the Child of Man and the Child of Beast, though the difference between the two was less pronounced as it is now. It is likely there were far fewer Sentinels at the time, and it is also possible that these Sentinels gave rise to many of the Shamanic traditions later in cultures.

As the March of Time continued on, the Child of Man moved farther and farther away from the Child of Beast, they began to try to master nature as opposed to live with it, an ever widening schism developed, and the Sentinels became less mediators and more guardians, soldiers in a war against the destruction of wild places and those that lived within them. It was during this period of rapid advancement and growth that we saw the most sentinels active at any time.
Eventually it became obvious that the Sentinels lost, much of this may have been with the help of the White Council and the Vampire Courts, and now in an era where nature is few and far between, and animals grow less and less common, awakened Senntinels have become more rare.

The Oath of the Sentinel. At some point in the distant past, A large portion of Sentinels began following an Oath, where this Oath originated is unknown to most if not any these days, but most assume a powerful and influential Sentinel developed the oath as he trained more of his people.
  • Seek balance between the Children of Man and the Children of Beast.
  • When threatened, you speak and stand for the Children of Beast and their Wild Places, the Children of Man have no end to those that stand for them.
  • Act in respect with the Children of Man, act in your duty, but do not needlessly provoke the Child of Man.
  • A Sentinel's conduct reflect on us all, do not dishonor our birthright in your actions.

Powers:
[-1] Animal Speaker
[-4] True Shapeshifting
[+2] Beast only
[+1] Human form affecting:
[-3] Modular abilities (Minimum [-4] or [-5] Suggested)
[+0] Modular Stunts
[+0] Wizard's Constitution
Base Refresh Cost: 5 (suggested 6 or 7)

TRUE SHAPESHIFTING Found in YS 177
Beast Only [+2]
Note: Discuss this cost with your GM, they may decide +1 is a more appropriate refresh refund.
Using your shapeshifting you can only assume the forms of natural animals, and they have to be animals you have seen. You can not assume the form of an inanimate object, nor can you assume the form of a human other than your natural appearance, and you most certainly cannot impersonate a person. You can't even impersonate a specific animal, though you can get damned close and most humans don't know the difference anyway.

MODULAR ABILITIES Found in YS 177
Modular Stunts [+0]
Your modular power points can be spent on buying stunts as well as supernatural powers, provided these stunts are in theme with your power and your GM approves them.

ANIMAL SPEAKER [-1]
Skills Affected: Social
Known by animals. Animals notice you for what you are, they recognize you on some instinctual level and will readily come forward and contact you. This means animals will sense and find you more easily than other people, when all factors are equal. Animals get a +2 when trying to perceive or locate you.
Speak to Animals. You can speak and otherwise communicate directly with animals, without any need to perform thaumaturgy.
Seek the Beast. Animals seek you out, and it goes the other way as well – enough that you may use contacts to seek out information among animals. This is of course limited by what the animal has seen and can comprehend.





5
DFRPG / Red Court vs. Narcotic Saliva
« on: November 08, 2012, 07:12:32 PM »
Is the Red Court immune to the Narcotic Saliva of another Red Court...? I found no precedence one way or the other in the RPG books and don't remember a precedence one way or the other in the novels. I couldn't remember any precedence in the novels either...

6
DFRPG / Funny/Epic/Legendary moments
« on: November 06, 2012, 12:52:12 AM »
White Council Apprentice orphan, he has recently found his blood sister who has been practicing magic but not beneath the white council and until recently was hidden from them. Eventually her presence was reported to them and the Apprentices Mentor asked for the sister to take the test. He thought it would take at least a day for a Warden to make his way to the area.

Apprentice was working on a painstakingly long process to erect some nice wards. He spent the last few sessions putting together a list of ingredients, preparing aspects. He starts the ritual and.... Our resident wererat sneaks out of the shadows and spooks him. Kablooey. Hands are Burned to holy hell and she freaks out and starts throwing magic. when the wererat reveals himself to be a were and runs for the door, the Sister tackles him with a magical block and the two of them stalk out the door pissed off, brimming with magic.

And the block vanishes. I give just enough time for the players to go "what?" and look confused when I crack my voice out "WHAT IS GOING ON HERE" and tell them you see a gray cloak and shining sword in hand. ::evil grin:: "and we will call it there till next week."

One of the players was like "Gah!" Stands up and throws her chair over spinning in circles  cussing lol.
---------------
Also the same Apprentice in the first fight (the very first session) one of the Triad hitters tried to run and he popped a dresden-esque enchanted ring. Rolled REALLY well, the the punk rolled REALLY low. I was like "you catch him square in the back, he is hurled forward at great speeds smashing into the nearby brick wall with a sickening crunch audible from across the street.

The true magic of this was the player's response. Note: the apprentice is already under the Doom of Damocles for using magic to kill.

She goes "Yah!" super happy, and then like a split second later it dawns on her about the description and she goes. "ooooooohhhhh noooooo!" and like claps her hands over her mouth and her eyes go wide. lol.

[Since it wasnt clear and everyone freaked out. I did not force her to break a law of magic, the target survived he was just in the ICU. Also yes, she is supposed to deal with take-out. it was the first game. old habits die hard.]

7
DFRPG / Thaumauturgy/Potions
« on: October 20, 2012, 12:05:04 AM »
How exactly does Replacing skills/Buffing abilities using thaumauturgy work. For using Harry's tracking spell its basically over writing an Investigation roll and giving him the results faster.

However things like a Super Speed potion. Lets say our target has an Athletics and Alertness of Fair (+2) both.

Rashid hands out 2 potions, 1 is his True Seeing ointment and 1 is a super speed potion at the same strength. Fantastic (+6).

Do both of these skills operate at +6 or +8. Does it add or overwrite? Thanks.

8
DFRPG / Adding Aspects
« on: October 16, 2012, 06:26:05 PM »
I'm a big fan of aspects, I want to allow characters to add up to a total of 10 character aspects. I'm just wondering what you think? Should I allow characters to add a new aspect in lieu of a skill point in a significant milestone or should I provide it as an option in Major milestones? Thank you :D

9
DFRPG / Wyldfae Magic
« on: October 09, 2012, 10:34:39 PM »
DYER'S SANTA CRUZ GAMERS STAY OUT!





So the current plotline, has a Minotaur Sidhe (previously of the Summer Court) who has gained possession of a rapier called "Oathbreaker" which can be used to sever the ties that bind an oath. He has used this to begin forming around him a freehold of wyldfae free'd of their oaths.

Mostly his motivation is to "go my own way" but being another Erlking isnt beyond his reach of he allows his power to grow. The Courts are worried about how to approach it, as if Oathbreaker were to brought to bear against the fae queens, who knows what that would do. And any lesser beings may be swayed or affected similarly.

My question is cut off from Winter and Summer, does anyone have any suggestions for wyldfae magic? maybe something abit more primal and chaotic? or do you think its something that they should not have access too. What about a fae learning mortal magic?

10
DFRPG / How to pay this compel?
« on: October 01, 2012, 08:43:50 PM »
So one of my character is the "True bearer or the Witching Cloak" his trouble is "I have what everyone wants"

So in a session where his trouble is more or less the plot and you have hitters constantly crawling out of the woodwork or what have you. How would you pay that compel? every scene? or every hitter? lets say a WCV and RCV both working seperately make a grab at the same time. would you say that is two plot points or one? What if they come back later, after a couple of scenes of downtime. New compel? or same compel?

Thanks!

11
DFRPG / PC's homes or important locations
« on: September 20, 2012, 08:58:49 PM »
Do you allow PCs to specify a couple aspects for their home or important locations... or just stick to the one for location + face (during city creation) just wondering, how you've approached the subject.

I comment based on the line that the Inlaid Circle was a pre-determined ASPCT fro Dresden's house in one example.

12
DFRPG / Reflexive Shield
« on: September 15, 2012, 01:16:56 PM »
I know it was discussed a few times on the old site (I think I remember that anyway), but doing a search for it yielded nothing (sorry if my search-fu is weak) but has anyone come up with balancing allowing a wizard to cast shield as a reflexive action? Did you require any tweaking or does the stress mechanic already provide enough of an oompf and has anyone tried just making it allowed?

13
DFRPG / Pack/Team tactics
« on: September 10, 2012, 05:13:09 PM »
I have a Samoan Gang that also happens to be a pack of Hexensharks, I want them to be a decent threat and I think in order to do that I need some ideas/suggestions for manuevers and stuff that can be used as pack/team tactics.

On the streets they are decent marksmen, but their main goal will be to stay near the waves/ocean and try to knock opponents into the waves where they have the real advantage.

Any suggestions for ideas like that, I'm thinking on like Presence or Deceit maneuver to place the LURED OUT aspect on an enemy but thats all I'm thinking of right now.

14
DFRPG / Re: Placing maneuvers/Declarations on the scene
« on: September 05, 2012, 05:12:36 PM »
Been a while since I posted, so I'll say Hi ^^

So been playing Dresden Files and Strands of Fate setting games for a while now, and one thing my players always have trouble with is dropping aspects, using that narrative sandbox-y style system that makes me love Fate so much. And when I'm put on the spot GMing and managing a bunch of things I blank on it myself mostly when im trying to offer them suggestions, so with this thread, anyone care to weigh in on some aspects theyve added to a scene... and maybe what they have then used that aspect for:

Some ideas from me/Canon sources:

Alertness to place the aspect PIPES FULL OF RUNNING WATER on the scene. This can be used to be cracked open and create a barrier vs. Black Court Vampires or invoked compelled to make magic more difficult. Your Story

Alertness to place the aspect CHOPPY WAVES on the scene. The main plan for this is for my group of Hexensharks to use it to make the water more easilly conceal them and make it harder for their prey to swim. Baron Hazard

Conviction maneuver to add THIS IS NOW SACRED GROUND! to satisfy the catches and make certain beasties vulnerable. Also may allow invoke's to benefit certain holy powers. Thanks Chrono

Crafting maneuver to add TERRIBLY LOUD NOISE to the scene, using local machinery. Possible compels to hurt social interaction, Invoke to increase stealth or Distract enemies. Thanks Chrono

Lore declaration to add THIS WAS ONCE SACRED GROUND to the scene to satisfy the catches and make certain beasties vulnerable. Also may allow invoke's to benefit certain holy powers. Scholarship could also be used. Thanks Chrono

Might maneuver to add ICKY FISHY FLOOR to the scene, by knocking over crates of fish. Anything slippery would work. Possible bonuses apply to using the slick environment and fishslime on you to squirm out of grapples. Compels to cause people to slip or fall. Thanks Chrono

Weaponry maneuver to add DARK AS THE PIT to the scene, by taking out the light. Possible uses involve bonuses to stealth, compels to cause attacks to miss or even hit the attacker's allies. Baron Hazard

I'm compiling some more, so I wanted to post this and let other people begin to weigh in.

Note: I figure I may consolidate this in the resources thread, when people begin to weigh in, much like the powers/stunt threads, I'm not sure if it should begin their originally or not, if it should I apologize. Also I tried searching for a similar thread and either it doesnt exist or my search-fu is weak.

15
DFRPG / Shape Shifting, Modular abilities, and the like and how they work
« on: September 30, 2010, 11:19:25 PM »
Is swapping powers (using modular abilities), using Beast Change or Gaseous Form a supplemental, Full or Free action? It doesnt state under the power that it uses any type of action.

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