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Topics - whitelaughter

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16
DFRPG / Were-Sharks: Rulers of the Pacific
« on: January 25, 2018, 08:17:11 AM »
All were-sharks claim descent from the King of the Sharks and his Hawaiian wife; thus all are of Oceanic descent. Those whose ancestry is insufficient to transform without help can have their powers enhanced by an Item of Power [+0]: sharks teeth from a full Shapeshifter can be implanted into the back of a Mundane islander; the teeth will form a shark's mouth (capable of biting) and grant the power to change. This is frequently done with crippled or aging relatives, allowing them to heal, and is partly responsible for the belief that some ancestors have transformed into sharks when they died.

Although were-sharks hunger for flesh, being limited to the oceans makes it easier for them to avoid killing people. Were-sharks will normally simply announce that they have spotted a shark before they transform, ensuring that the waters will be empty while they are a threat – tragedy only strikes if their warnings are ignored. Were-sharks guide lost ships home, and drive fish into fishing nets. In past times they were the scouts that found new islands to colonise.

Were-sharks become Tiger Sharks, and so are limited to temperate waters: mostly the seas of the Shark King – a triangle of waters bounded by California, Peru and the Great Barrier Reef in Australia. Within these waters they are both protected and bound by the laws of the kingdom, and expected to present themselves at Court on occasion.

During the 19thC large numbers of islanders were 'recruited' as labour by Australia, Canada, Peru and the United States: this trade descended in little more than slavery, to the embarrassment of these nations. Considerable effort was put into reforming the trade – quite successfully; there is nothing like were-sharks eating the worst offenders to reform an industry! The descendants of these workers  still live in these nations; although they often do not know their own ancestry. Very occasionally one is born with the ability to change; more commonly those with contacts in the supernatural community acquire teeth from their distant relatives and rejoin them in the seas.

The were-sharks 'Beast Speech' effect only works on species that they haven't eaten, so a restrained were-shark can easily acquire contacts throughout the Pacific, from remoras and pilot fish up to the powerful supernatural creatures who share the waters with the sharks. Most species, even non sentient fish such as Pilot Fish, are aware that of the limitation, and will use it to determine whether the were-shark is a threat. Unlike most shapeshifters, a were-shark can have improved social skills when transformed – particularly Contacts, Intimidation and Rapport – usable only within the ocean depths.

A were-shark must have an aspect related to their ancestry (although this could simply be a Trouble of an inherited tendency to obesity, common in the islands due to the historical lack of sugars).
Were-sharks improve their control as they age; a young were-shark can only use his supernatural Powers while transformed, over time these become available in human form as well. For every point of Refresh above 9, the were-shark may chose a Power to be available when human.
The exception is Feeding Dependency: a were-shark takes a point of Hunger stress every time they turn into a shark. Feeding Dependency is always in effect if the were-shark requires an item to transform (which is why the ability is only given out cautiously), those born with the ability only need worry about the Hunger while in shark form.
Aquatic, Armor and Claws only apply when a shark, with a single exception: if a were-shark using an IoP is being Grappled from behind, they can bite their opponent (tearing through their clothes to do so).
[-1] Beast Change
[-1] Echoes of the Beast
[+1] Human Form
[-1] Aquatic, [+1] Waterbound, the shark starts to 'drown' if they are not in the water.
[-1] Armour
[-1] Blood Drinker
[-1] Claws
[-1] Cloak of Shadows
[+1] Feeding Dependency, attached to:
[-2] Inhuman Strength
[-2] Inhuman Toughness
[+1] Catch: Tonic Immobility - Toughness unavailable while upside down or on your back.
[-0] Wizard's Constitution

Optional:
[+0] Item of Power - does allow a bite attack under very unusual circumstances; typically only when being grappled from behind.
[-2] Hulking Size (may be bought later, representing natural growth).

17
DFRPG / The Clever Men - Herbalism, Self-hypnosis and Bone Pointing
« on: January 22, 2018, 06:52:54 AM »
The Aboriginal Clever Men were sitting on the finest cornucopia of herbal medicines in the world – Western trained doctors constantly wrote back describing wonder drugs used by the natives, and calling for formal trials of their properties. The finest moment for Aboriginal herbalism came during WWII: Germany had been the supplier of the finest drugs before the war, and the Allies found themselves unable to produce sufficient sea-sickness tablets for the troops for beach landings – until Aboriginal scouts introduced a nauseous river patrol to their own sea sickness cure. Fully half of the sea sickness tablets issued for D-Day were made from this indigenous cure.
Sadly, feral animals, especially rabbits and goats, have swept the continent, rendering most of these remedies extinct. In my own part of the country, over sixty herbs identified by trained doctors as having medicinal properties are now extinct.

Western hypnotists have been repeatedly impressed by Indigenous skill with hypnosis, particularly self-hypnosis. Rather than directly influence another, a Clever Man is more likely to hypnotise himself to believe that what he wants is inevitable; the resulting calm assurance is very persuasive – even fatally so.

The most famous example of Aboriginal magic though is Bone Pointing: pointing a human bone at a victim and cursing to die. This probably never happened. Bone Pointing though is an effective explanation for the most powerful treatment available to the Clever Man. Facing a seriously ill patient, the Clever Man will claim that a fragment of the bone has magically penetrated the victim's heart, and insist on immediate surgery. The patient is not permitted to see the surgery, and may be given an anaesthetic. A fine line is cut in the middle of the patient's chest, only breaking the skin; after an hour or so of fake activity the cut is then sealed with spider's web silk and the patient shown a bloody fragment of bone that is claimed to have been taken from the wound. Then, the patient is asked: “Given you've just had surgery, how do you feel?” Naturally, the patient feels much better than they would expect to after surgery, and inevitably gains a strong placebo effect from the fake surgery.

Another mildly famous piece of Aboriginal magic – available to all following a full adulthood ceremony – is the rainbow rope. Drawn from the mouth, these can be used for pretty much anything Indiana Jones could use a whip for. They are invisible to mundane characters, but visible as a twisting rainbow to anyone else.

Aborigines are more likely to be devout Christians than white Australians, so may mix and match True Faith Powers with their Spellcasting Powers.

CHANNELLING – ABORIGINAL MAGIC
As an attack, the Clever Man can only do Mental Stress. However, they have a wide range of useful spells. While other spellcasters can gain Powers as spells (Paranet papers p308) Clever Men may cast spells duplicating the Mortal Stunts for the Deceit, Discipline, Intimidation and Presence Skills. If they have any true Faith Powers, they may do the same for the Conviction Skill.

RITUAL – ABORIGINAL MAGIC
Rainbow Rope This enchanted item typically adds +1 to an Athletics test, reduces a border rating by 1, or allows you to move to an adjoining zone that doesn't require crossing a border. EditThe Clever Man only has one Rainbow Rope, but may enchant it with different applications; additional uses can be sacrificed to increase the bonus to Athletics as normal (YS p279b).
A Rainbow Rope could also be bought as a Power by any Aboriginal PC at a cost of 1 pt per use per session.
Potions In theory, can do anything that a full practitioner can do, but the GM can and should repeatedly compel the Clever Man with 'the herbs you need for that are extinct'. This doesn't reduce the number of potions the Clever Man can make per scene though, and if a potion is possible, it will remain possible – we take extinctions seriously now. The GM will find this most useful for potions that sound boring/annoying. Also, getting the components while overseas will be close to impossible.

Bone Pointing Spell
Usable by either Ritual or Channelling, the spell will replace a Consequence, either Physical or Mental, with both a Physical and a Mental Consequence that are one level less serious. Thus a Moderate Consequence can be replaced with a Physical Mild Consequence and a Mental Mild Consequence. The spell requires a number of shifts equal to the stress the treated injury cancelled out.

BORDERS AND THE NEVER NEVER
The Outback is crisscrossed with Thresholds that are invisible to mundane eyes; relics of the sacred sites and tribal boundaries of yesteryear. A dry creek bed will stop a spell as effectively as running river, as waterways are always borders and thus thresholds.
On the upside, the Outback is the Never Never. Rather than enter the Never Never fully, a Clever Man may use either Ritual or Channelling to 'half' enter the Never Never and travel at blistering speeds across the continent. This is far safer than truly entering the Never Never, as stepping off the path returns the traveller to the mortal world. Most thresholds can be circled, but the tribal borders cannot be crossed this way; on reaching a tribal border the Clever Man must either travel fully into the Never Never or return to the mortal world. Using this ability in a city is tricky, and incredibly dangerous overseas; you are better actually going into the Never Never fully if you leave OZ.

Mortal Stunt (Survival): Traditional Upbringing
The character has been grown up in an Indigenous community, and adds +3 (!) to all Survival checks while on tribal lands. However, outside their tribal lands their Survival skill is restricted by their Scholarship skill. This Stunt can only be taken at character creation, and the character must start with a Scholarship of +0.

18
DFRPG / Bunyips
« on: January 21, 2018, 07:13:02 AM »
BUNYIPS

Bunyips are, according to the Unseelie Accords, Trolls – and are loyal to King Dovregubbens (when they remember that he exists). They signed on as Trolls because Bunyips have the sacred duty of preventing children from drowning in billabongs.

However, eviscerating the child is considered an acceptable way of preventing a drowning.

Any time a child drowns in Australian waterways (not the ocean though), the Fae Knights of both Courts go on a rampage 'punishing' the Bunyips, so the Bunyips will literally do anything to prevent a child drowning. Inspiring a healthy terror of the water is their primary strategy. The bite marks of a Bunyip appear the same as those as any predator that lurks in their water way; mostly commonly a crocodile – either Salt or Fresh – but also pig or dog.

Unfortunately, the right to take naughty children does not let them deal with negligent parents, so the Bunyips have close contacts with child protection agencies and charities, and some work in these agencies.

The typical response of a Bunyip to finding a drowned child is to eat the body and then shape shift to replace the child; sometimes arranging their 'death' shortly later, sometimes simply shifting to have the Living Dead Power plus some acceptable cause of death; othertimes simply replacing the child and growing up in mortal society. These Bunyips are the ones most likely to have a role in mortal society.

The known shapeshifting abilities of Bunyips makes them the preferred fall guys for all sorts of villains – if a Faerie has been witnessed doing something they wish to deny, they will typically cast a glamour of themselves turning into a Bunyip and slipping into the water in front of a convenient audience: more than one Bunyip has been lynched thanks to this trick.

Bunyips enter the Never Never via the muddy bottoms of Australian waterway; preferred entrances will be 'defended' with broken glass, barbed wire, bed springs and so on. Within the Never Never, the Bunyips have a wide realm of linked lakes; some subterranean, some on the surface, some floating the air: but in the sky their old enemy Tiddalik the frog is nailed to the roof by the drill bits of mortal water boring machines.

–------------------------------------------------------

A new born Bunyip has True Shapeshifting and Modular Abilites, but any Power or Skill used repeatedly will 'stick' and have to be paid for – with Form Points. These changes can turn the child into almost anything – including a Seelie! However a Bunyip's parents will encourage the child to be a Bunyip; for starters the child will not be allowed out of their home until they are Aquatic. The vast majority of Bunyip children become Bunyips; to reflect this, the base 2 points for Modular Abilities can only be spent towards Bunyip powers.

Musts:
A Bunyip must have a Trouble linked to their Bunyip nature; at the very least their obligation to prevent drownings, but often mistaken identities or nemeses determined to avenge a child.

A fully grown Bunyip will have:
[-1] Aquatic
[-1] Beast Change (to the local water predator). The oldest Bunyips will refuse to travel, finding changing to an unfamiliar creature distasteful. Younger Bunyips will still have True Shapeshifting [-4].
[-1] Claws
[-1] Emotional Vampire (Bravado) While they cannot feed on True Courage, anyone taking pointless risks is a potential meal. Note that rescuing a child from the Bunyip is always True Courage - much to the Bunyip's disgust (why didn't they rescue the child before it started drowning, hmm? Stupid mortals).
[-1] Incite Emotion (Fear) and older Bunyips have [-1] At Range.

Bunyips will frequently have Toughness and Recovery Powers; the Catch is always Cold Iron [+3]. If the Bunyip Hulking Size[-1], they will also have Human Form [+1] linked to both the Size and Claws. Bunyips with Diminutive Size[-1] are more likely to also have a Flesh Mask [-1]. Since the Bunyip chooses their other powers, even if inadvertently, these can vary wildly, and depend on the refresh level of the game.

19
DFRPG / Dwarfs
« on: January 17, 2018, 10:22:34 PM »
DWARFS

Originally from the Old World, the dwarfs have migrated across the world as their mines have played out. The bulk of Australian dwarfs came via the Californian goldfields in the 19thC, so usually have relatives in the USA; their long lives and ability to travel via the Never Never mean that they are frequently still in contact.

Dwarfs cannot use Fae Circles without help; instead they can enter the Never Never via mines, elf hills, dolmens etc. While that initially means facing a wall of rock, the dwarfs have honeycombed the Never Never with tunnels connecting their mines, feasting halls and so forth. In addition to be rigged to collapse or flood, the Dwarfs normally connect their tunnels via coal mines, so that in the event of a major invasion, they can torch the tunnel – uncontrollable coal fires are normally the result of the Dwarfs defending their realms from beings untroubled by water or rock.

The centre of Dwarfdom is currently the vast halls under Lightning Ridge: visitors to the halls often assume that the glittering walls of opal must be in the Never Never given their beauty! Lesser halls have walls embedded with silver or gold, where the dwarfs have mined beside the seam rather than down it.

While Dwarfs only heal when drunk (below) they are well aware of the dangers of their crafts, so will typically wait until after work to liquor up. Exceptions exist, of course.

While Dwarfs are sexually capable, the Fae requirement to exchange gifts of equal value expresses in a strange way with them: the pair can only have a child if the Dwarf has given their partner a gift of gold. The child will be dwarf-kin (below); referring to the child as a 'Changeling' will at best get you punched in the face, with a lecture about the use of a term that implies that they steal babies and replace them like cuckoos.

As miners and craftsmen of Summer, Dwarfs have a quite firm position on global warming: they're in favour of it. Telling them that their work is increasing global temperatures cause them to swell with pride. They are equally displeased with demands that they stop, and with claims that their work is not affecting climate.

Musts:

A Dwarf must take the following:
Fae Smith [-2] The Dwarf gains +2 on a Craft speciality of his choice; whenever Craftmanship can modify a skill, always gains +1; and gain make Dwarf specific equipment. (Non-dwarfs with this Power can make their own racial gear, obviously). For every Fate Point spent crafting a weapon, a Catch can be added to it; Inherited Silver, Iron, Salt are all common Catches to incorporated into these weapons.
Inhuman Recovery[-2], the catch is sobriety[+1]. Note that the Recovery power can remove intoxication, making minor healing abilities very useful against dwarfs in a fight.
Inhuman Toughness[-2], the catch is trappings of Winter[+1]. Dwarfs can work Cold Iron, but avoid taking it into the Never Never.

Items of Power:

DWARVEN ARMOUR [-2]
Description: Armor tailored to the wearer.
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.

Effects:

[-0] It Is What It Is. Either a helmet (Armour:1) and/or Breastplate(Armour:2) or full Armour (Armour:3). Modern suits normally appear as bike leathers and helmet, as one of the few ways you can conveniently wear a helmet day to day...and they are ideal in a traffic accident anyway.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose. The Dwarfs have exploited this to the maximum to increase the defensive value of the Armour.
[+2] One-Time Discount. Immediately obvious that you are wearing it, and that the defence is superrnatural will be obvious in a fire fight.
[-4] Supernatural Toughness. Four additional boxes of physical stress; these clear away normally after combat (the armour isn't being damaged, you are just taking some bruising from the impacts). This stacks with any other Toughness abilities you may have.
 An additional Armor:1.
[-0] The Catch Any aspect combat related Aspect can be called to aim a called shot for weak points (say, aiming for joints with a weapon or breaking a limb with Fists). If an Aspect is called for this purpose it cannot also be called to improve the attack.

DWARVEN WEAPONS [-2 or -3]

Description: Combat capable tool
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.

Effects:

[-0] It Is What It Is. A tool that can double as a weapon; the traditional axes, picks and mattocks have been joined by wrenches, scalpels and machetes over the years. They are typically alloys of metalliic salts with Iron and Salt, and often have been blessed.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1 or +2] One-Time Discount. Only a Weapon:1 can be easily hidden.
[-0] Surprisingly Heavy. You need a Might equal or higher than the level of the Weapon to use the Item, and your Might Modifies your weapon skill.
[-0] Tool. The Item is a tool, and your Craftmanship skill complements your Weapon skill when wielding it. Under certain circumstances, your Weapons skill might complement your Craftsmanship skill as well.
[-4] Supernatural Strength. However, this does not apply to lifting, nor to the Surprisingly Heavy Effect. Basically, once the weapon gets moving, not much can stop it.

Dwarf Kin


Typical Changelings, with two differences:
- a large number of Dwarf Kin aren't aware of their heritage, even if they have Dwarven abilities. Further, they bred true.
- Dwarf Kin can have a Feeding Dependency(Alcohol); if taken, this disappears when they make their choice. Sadly many Dwarf Kin live on the streets, their lives destroyed by this Stunt.

20
DFRPG / worth exploring dwarves, bunyips and others?
« on: January 15, 2018, 08:43:11 AM »
I've some thoughts for the supernatural down under; however given the forum being under Doom of Damocles, is it worth writing up? Would people be interested in such write ups?

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