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Messages - Tirs

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106
DFRPG / Re: Werewolves reboot
« on: June 11, 2013, 12:05:08 PM »
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So the werewolves can't use their "transform into a wolf" ability unless they've transformed into a wolf beforehand? That seems kinda weird.
But intresting :)

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Incidentally, you can't attach a +3 Human Form to 3 Refresh of abilities. The rebate must always be smaller than the cost of the affected Powers.
May be you right. May be it's better to add one of Inhuman phisical abilities.
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In that case, it's probably too good. Complete protection against all magical mental attack is a pretty big deal.
You know, it's cost as True Magic. Withaout this ability, werewolves would be just slaves of other creatures.
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This power makes it so that they can't roll below zero. I feel it may be overpowered. Especially for an entire battle.
It's need the test) And this ability only for rare "big bad wolves", who have no magic tricks. Pure fight machine.

107
DFRPG / Re: Werewolves reboot
« on: June 10, 2013, 09:46:44 AM »
OK) Let's see...
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First, it's not clear which Powers are affected by Human Form. Is Inhuman Strength? How about the Scout's Bless Of Trickster?
Human form affected only:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]
Other abilities available in both forms (like in Mersyverse).
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Also, increasing the value of Human Form like that seems a little iffy to me. Having to transform once/month is pretty trivial compared to the hassle Lycanthropes get for the same rebate. And I dunno whether a lengthy and unpleasant transformation is worth a full Refresh.
I think yes, cuz it don't let them transform directly in combat. And Involuntary Change is RAW reason to add 1 faithpoint.
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but I can't be sure because I don't understand the bit about social and mental attacks.
I mean, it give them immunity to any mindscrew abilities, like Domination.
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The other three Powers are just kind of odd. What's a chapter? And why fiddle with the dice instead of just adding a bonus?

My instinctive reaction is that Predator's Charm is too good and Bless Of Trickster isn't good enough, but I could very easily be wrong.
And this is the bonuses. I take rules "8 again" and "9 again" from nWoD as basis. It means, that Enforcer use this rules for any rolls of Fists, Guns, Weapon or for example, Might (if it directed on harm his enemy), and Scout can use it for Burglary, Stealth or Deceit.
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My instinctive reaction is that Predator's Charm is too good and Bless Of Trickster isn't good enough, but I could very easily be wrong.
Alpha is a big guy.

108
DFRPG / Werewolves reboot
« on: June 07, 2013, 08:28:38 PM »
This is complete version of my houserules for "werewolves' superpower" in DF-verse. I used some ideas of Mersy-verse, nWoD, Codex Alera and some my own rules (they will be marked *). If someone find it usefull, I would be glad) And of couse, I want to thank Deadmanwalking, who explained rules and give the character example.
Let's start.
(all
  • flaws is common for any werewolf)
Werewolf by default:
Supernatural Constitution (Long Life) [–0]
Echoes of the Beast [–1]
Pack Mentality [–3]* (In addition to the RAW-effects of Pack Instinkt they can feel rough condition and location of all members of the pack. Any social and mental attaks, which use supernatural abilities is always faul, exept of some epic enimies at the discretion of DM).
Supernatural Sense [–1] (they "smell" magic, but can't recognize it - they can "smell" that someone have mgic powers, but won't know, is it Sponsored or True Magic)
Human Form [+2] (Cuz changing of form takes about 10 minutes and make them pain) affects:
Beast Change [–1]
Claws [–1]
Cloak of Shadows [–1]
Involuntary Change (Full moon) [+1] Werewolves can shapeshift when they want, but one night per month they must shapeshift.
Inhuman Toughness [–2]
The Catch [+3]: silver. Silver weapon ingnoring Armor, and effects Fast Recovery and Shrug It Off (not Total Recovery).
Feeding Dependency (Meat) [+1] affects:
Inhuman Speed [–2]
Inhuman Strength [–2]
Inhuman Recovery [–2]
Total Refresh Cost: – 9.

Enforcer:
As the "basic" but
Supernatural Strength [-4] and Toughness [-4]
Bless of Fenris [-2] (my development):
Once per chapter werewolf can use this  ability and change a roll-results of any roll, which is used for damage to the enemy (from  throwing stones to firing) for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

Scout:
As the "basic" but
Supernatural Speed and Recovery
Bless of Trickster [-2]*:
Once per chapter werewolf can use this  ability and change a rollresults of any roll the deceit of their enemy  for the rest of scene ("-"-marked would be counted as "blanked" dice. For example roll-results +-+0 would be counted as +0+0).

Shaman:
As the "basic" but
One Supernatural [-2] physical power by gamer's choise, Worldwalker[-2]
Some Magic School [-3]
(Werewolves need some original and charismatic magical ability, but I 'm not sure what it must be. May be something like Mysticism or Shamanismof RuneQuest). May be usual Evocation or Thaumaturgy.

Alpha:
In addition to basic forms and abilityie, she can use Loup-Gauru-like forms with template:
Echoes of the Beast [–1]
Pack Mentality [–3]
Supernatural Sense [–1]
Human Form [+2] affects:
Beast Change [–1]
Claws [–1]
Supernatural Toughness [–4]
Feeding Dependency (Meat) [+1] affects:
Supernatural Speed [–4]
Supernatural Strength [–4]
Supernatural Recovery [–4]
Also, Predator's charm [-2]* (any social roll has 0-instead-"-").
Organisation issues:
Basic unit of society wolf's society is a pack. It's not juat a gung or bunch of friends, but the second (for some wolves - first) family, which sealed by mystical bonds. It's not easy relations, with hierarchy and problems, but they wery strong.
In usual packs (15-40 "basic" werewolves) there is a warriors (5-6 Scouts and Enforcers), 1-2 Shamans and Alpha, and all of them obey to Packmasters (who gowern some middle areas) with their Noble pack (10-20 really strong and experienced werewolves). At the top of the pyramid - Elders (from seweral ages to 1000+ yeras old), who governs all werewolves within the some big area (for example, American South or Middle West) and their Royal pack.

Population size:
Something about 1 werewolf/100000 mortals.
Also they have many allies and vassals (shapeshifters, Lycanthrops, spirits and others).

Distribution:
They are widely spread over the world, but prefer or megapolisyb or provincial towns and villages.

Social status:
Different, but they prefer something "agressive" - army, police, Secret Service or MES.
At the end, there is around 10-20 warriors per 60-80 "basic", 1 Packmaster control 5-6 usual pack, and 1 Royal pack control 3-4 Noble pack.
Also, I have some ideas about their background.
So, is their powerful enought to be the real rival for other kinds?

109
Codex Alera Spoilers / Re: This is a SPOILERS OKAY zone
« on: April 03, 2013, 01:40:30 PM »
 Please tell me, what happened with Canim? Were they massacred in the end of series?

110
DFRPG / Re: Other-setting's creatures
« on: February 01, 2013, 09:23:07 AM »
Hi again, and... I need help again :(
The fact that I decided to develop a community of werewolves for RPG Dresden Files. I took a setting Mercy Thompson took as the basis for this purpose, but it must be improved, becouse DF-fractions are more centralized and large. I modified the hierarchy and "bureaucracy", but 1 question arised.
  I can't find a "political" organization, Familys or Counsil. There are some ideas (inspired by the World of Darkness), but I'm not sure that it is suitable for games.
My suggestion is 3-4 "clans":
Some "Warriors". Strong and skilled fighters who stand up for the first of its kind from the threats of the physical world or Nevernever.
Some "Citizens". The most civilian werewolves who looking for power through the influence in human society.
Some "Traditionalists". Those who prefer to live in the open air or in the countryside, are strong in witchcraft and all sorts of clever guerrilla tactics.
  Of course, this is a very simplified model. But I can not think of a more interesting ideas for the tribes, which would work in the worldscale. I have an idea how enrich it, but I need a pattern for the original concept of "clans". Does anyone have any ideas?

111
DFRPG / Re: Other-setting's creatures
« on: January 11, 2013, 12:28:06 PM »
I find one mistake.
Echoes of the Beast [-1]
Pack Instincts [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch is silver [+4] (The supernatural is public in the Mercyverse, and silver bullets are both universally known and stocked in every gun store...in the Dresdenverse, this probably drops to +3)

Feeding Restriction (Meat) [+1] effecting all of;
Beast Change [-1]
Inhuman Recovery [-2]
Human Form [+2] effecting only; (Mercyverse werewolves take several minutes to shift and are well-nigh helpless when doing so...it's not usually an option in the middle of combat)
Claws [-1]
Cloak of Shadows [-1]
Supernatural Recovery [-2] (This is special: It's basically the act of shapeshifting that heals them...the distinction is mostly meaningless, but might be compelled to have them not use this power during combat or some such, and certainly means they need to be conscious to utilize it)

That's only -8 Refresh (-9 if the supernatural is secret). Now, being a real alpha or something might well include other powers...but they're hardly starting characters.

Yeah, this I agree with completely. If you insert werewolves ala the Mercyverse into the Dresdenverse you need to seriously consider how they fit in with the setting. The Marrok's almost certainly gonna be a signatory of the Unseelie Accords, for example.

This on the other hand, I disagree with. Compels and Invocations of Aspects tend to model this kind of narrative interaction perfectly, making Fate one of the better games to do this with. You obviously need to keep it to cameos or give the PCs some reason not to go running to them for help (or them some reason not to help) so that the PCs remain the stars of the show...but that hardly makes their presence impossible or anything...just something you need to be very careful with.
As I remember, they can heal themselves in any form.

112
DFRPG / Re: Other-setting's creatures
« on: January 10, 2013, 11:15:00 AM »
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Does that mean you want 'em, or not?
Yes, of course, I want. I mean, I will be glad to read it.
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Being dominant isn't a supernatural ability per se.
Let me disagree. Just remember 1st book. Warren's boyfriend told Mercy about five drunken toughs, who try to harass them. Five. Versus two guys (and gays!). And Warren dispersed them without raising his voice. Those bullies can't be   scared in such a situation without supernatural influence. It is psychologically impossible.

113
DFRPG / Re: Other-setting's creatures
« on: January 10, 2013, 10:47:44 AM »
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Based on your sig, would you like my writeup of True Blood Vampires? I did it years ago, but I've got it around here somewhere, so it wouldn't be any trouble.
It'll be fine :)
But, back to the MT-werewolves - What about the dominant? It is ability, which allows more powerful werewolves command weaker packmates, and allows every werewolves command human. This is not hypnosis, rather like a very strong intimidation and persuasion.

114
DFRPG / Re: Other-setting's creatures
« on: January 10, 2013, 04:25:45 AM »
O, thank you. It's a great analys and sheet!

115
DFRPG / Re: Other-setting's creatures
« on: January 09, 2013, 08:50:45 PM »
 Thank's a lot :)
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And Mercyverse Werewolves are hardly overpowering.
I think, I understand you - Mercy-werewolves have no any serious weakness. But... this is their feature. I mean, only few can be mages, and they doesn't have nevernever powers (like  fairy does). They are strong and fast (a think they have inhuman/supernatural (it depends on the age and experience) Strength, Speed, Toughness even in human form but... that's all what they has). Make no mistake, the sun, the day, and the ability to enter into other people's homes and on holy ground - coupled with their strength - are the only thing that will allow them to protect themselves.
Hm...If Billy and his friends were the werewolves as these, they would be able to stand up for themselves? Without the help of Harry.
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The Marrok's almost certainly gonna be a signatory of the Unseelie Accords, for example.
Of course. And that's good, that youremember him. Can someone of experienced players describe his features?
I mean... OK, he is at least 1500+ years old. He knew King Arthur. He was a Knight of the Round Table. He was the prototype of the Grendel from the legend of Beowulf. The Vikings have named their most ferocious warriors in his honor. Gray Lords (lords of the fairies), and even vampires (Do you understand - vampires!) ... dislike to aggravate relations with him.
How strong he must be?

116
DFRPG / Other-setting's creatures
« on: January 09, 2013, 07:46:50 AM »
 Hi!
What do you think, is it possible (and correct) to use characters and beings of another setting in DF-verse?
 Becouse I wont "digitize" werewolves fron Mercyverse, but I'm afraid they would be strong too much for Dresden files.
I can describe them, if someone need.

117
DFRPG / Re: Game for werewolves.
« on: April 16, 2012, 08:55:29 PM »
What is lacking such a community of werewolves in order to equal the number of the domain of the Red Court thought it best for him not to climb.

118
DFRPG / Re: Game for werewolves.
« on: April 16, 2012, 07:29:49 AM »
 It's intresting. :)
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Though the Red Court would have the muscle to take them on if it really wanted to.
OK. What they should be, so the odds in combat with the Red's Court were 50 \ 50? I'm just now working on the concept of "decent werewolf" in DF-setting, and I am in need of expert comments. ;)

119
DFRPG / Re: Game for werewolves.
« on: April 16, 2012, 06:24:19 AM »
 Not yet. Link, please? :D

120
DFRPG / Game for werewolves.
« on: April 15, 2012, 08:06:27 PM »
Hello! I would like to arrange a game of DF, with werewolves as main characters. The plot (possibly) be a supernatural criminal story. The struggle for power over the city, blackmail, torture, murder, treason and other mutual joy of life. But you need a more advanced society of werewolves, with its own hierarchy.
 Thus, the structure of the "enclave" werewolf:
1) Hunters - the usual werewolves like Alf, three packs of 10-15 individuals. They know how things (at Billy and his team), but in normal times is not mobilized.
2) Soldiers - well-trained fighters (usually with the experience of serving in the army, police and special forces). 4 packs of 3-4 fighter with weapons and special means. They form the first line of defense. Physically - on an equal fight svampirami Red Court.
3) Rangers - intelligence and covert operations. There are only five in the entire city. Well-trained specialists.
4) Shaman - two of them, provide magical support. Specialists in Tau, ordinary talents and communicating with spirits.
5) Councillors - professionals of legal and financial issues, hackers, etc. 6 people.
6) The master - the most powerful, clever and experienced werewolf, own a controlled form of Lou-Garou (though it can be destroyed not only in silver).
 Say what? Such a community could equally at odds with the city department of the Red Court of similar size? And anyway, it looks quite decent in terms of setting of Butcher?

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