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Messages - Kennifus Prime

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16
DFRPG / Re: Unorthodox Tracking Spells
« on: February 03, 2016, 11:22:44 PM »
Thanks for all the input guys!

Sorry for all the confusion. I do usually go the route of the cheerier Thaumaturgy so my experience with it even after a ton of sessions is minimal. I'll try to cover everything brought up, if I miss something please let me know!

Ritual #1
The ghost is entirely willing to help. He's friends with one of the PC's.

Ritual #2
As of right now no super narrative description has been made for how the Wizards want to track the maker from the current BCV. I definitely agree that tracking other BCV in general would work easier than tracking the progenitor, but that's what they're pretty set on. I'll have to think of how they could spin it to be creative. Though that's sorta their job haha.

Complexity
I used Survival, because I could have sworn it was the one with Tracking listed under it. I'm not married to Survival at all. Investigation is perfectly fine by mean. The reason I chose +8 Legendary for the base is because for one ritual they're tracking the source of an intangible item (the spell) and the other they're essentially tracking a person's parent. Both of which they have zero clue about or where they are. If you gave the best gumshoe in the world someone to find with essentially no information on who they were or where to find them, and they did it, wouldn't that be a Legendary feat? But with this as well, I'm not married to the idea at all. I'm perfectly fine lowering the Complexity based on the Skill used, whether it be Survival or Investigation or whatever.

Ah, I didn't realize the spells start out at "A Few Hours". That can pretty much drop that portion of the Complexity from +8 to [close to] +0 probably.

The BCV they plan to use the Ritual has been taken out and is bound and surrounded by three PC's. He's pretty compliant under fear of death. If it matters he's also a fledgling (relatively new BCV). Torturing him for a location was already tried, he didn't know much. The NPC who made him did so outside of their lair.

Ah, I thought Discipline was used as it's the NPC "resisting" being tracked. I like using Stealth with potential tagged Aspects if hidden really well. I'll switch it to something like this.

Assisting the Caster
I definitely agree others (even non-Wizards) can help the casting Wizard with meeting the Complexity of the Ritual. What I'm more curious about is let's say your Complexity is +10. And you meet it. And you need to summon 10 shifts of power. Your Conviction is +4. Rather than doing it yourself over multiple rounds, could three Wizards (each with +4 Conviction) put power into the Ritual all together? Taran may have answered this. It sounds like they could do it, but then a single Wizard needs to roll the Control all by their self needing to meet the full +10. (Right?)

NPC Activity
Yeah, depending on how long it takes them I'll likely have the NPC(s) doing other things in the background.

Thanks so much for your comments. This Forum is an invaluable resource.

17
DFRPG / Unorthodox Tracking Spells
« on: February 03, 2016, 05:03:19 PM »
Hi everyone! I had some questions regarding some unorthodox tracking spells. Currently my players are attempting to perform two rituals at two locations for tracking purposes.

Ritual #1
A pretty calm ghost that resides within one of the PC's antique shop flipped out and began manifesting and attacking players. Once his temporary insanity subsided there was a conversation and one of the Wizard's used the sight to discover that he'd been hit by some sort of dark magic. The group is currently attempting to use the ghost as a focus point and track the spell back to its creator.

Ritual #2
Part of the party was attacked by two Black Court Vampires. They killed one and captured another. They are currently attempting a ritual using the BCV as a focus to track down his maker.

First, these rituals should work fine right? I mean, Thaumaturgy is all about making the impossible possible.

Second, I want to make sure I'm doing the Complexity for these rituals correctly. Thus far I have both at:
8 Shifts to create the effect of Tracking which is based on a required +8 Survival.
8 Shifts to cover making the spell last "A Few Hours"
5 Shifts to cover the base Disciple of the Target which is +5.
21 Shifts Total

Lastly, I know for the Complexity Wizards can help each other out. So maybe one player makes a Declaration they have a grimoire to help out the caster (Lore). Or maybe they know someone who can help with some required knowledge (Contacts). But what about for the Power portion? Anyone have any experience with 2-3 Wizards working together on a single ritual. Each contributing their own power to the spell?

Note: I usually just use Cheer Saving Thaumaturgy from Paranet Papers, but these spells are kind of big deals as they lead to a pretty key NPC.

Any help would be greatly appreciated. Thank you!

18
DFRPG / Re: Session Help - Stats and Game ideas
« on: February 02, 2016, 01:18:43 PM »
On the subject of stat blocking The Fisherman:

What kind of NPC is he Skill wise? Is he more of a cunning type character? Fast, but not strong? Vice versa? Both? How do you envision him playing out in a storytelling sense, and then you can build in his Skill placements. (At least that's how I do it when I make a NPC.)

For his Powers I think he'd obviously have Evocation and Thaumaturgy. I'd imagine he uses Rituals of some kind of another (via Thaumaturgy) to steal other people's magic. How to accurately reflect the fact he has stolen people's magic is tricky. I'd say, if he's meant to be a challenging character for the party, to throw some Refresh into some Refinement. Use that to either give him Elements he didn't have originally, but stole from the Fomor or Wardens. (i.e. He had Wind, Water, and Earth magic. After stealing from some people he now also has Fire and Spirit magic.) You could also use the Refinement to just make his magic literally stronger by adding pluses to his Power and Control of various elements of Evocation. Just make sure to follow the "tower rule".

Whatever he's stealing the [changeling] children for I'm sure he'd end up also using a Thaumaturgic Ritual for as well. Just need to come up with a concept for it is all. Remember it's your game and you can do what you'd like. Though my PC's ensured it never came to fruition, I had a changeling collecting other changeling kids to use in a Ritual that would strip them of their capability to make The Choice and remove his requirement to have to do so. In other words, he could gain all the Powers of his fae heritage without losing his mortal free will. There's nothing like this in the Dresdenverse (That I know of anyways.) and certainly no mechanics for it in the book, but I thought it was a very fun concept.

For the Item of Power (artifact) it shouldn't be too hard to make. Did you have in mind what you wanted it to do?

As for further Powers I'll defer to up above where I talked about planning out the NPC. Once you determine what KIND of being he is it will make it much easier to assign Powers to him.

Keep us posted and good luck in your sessions!

19
DFRPG / Re: Stats
« on: February 01, 2016, 09:47:01 PM »
For the conflict where you want the players to realize the Fomor are not allied with The Fisherman I would just do that as storytelling. No real reason to bring mechanics into it unless it's something you want them to have the possibility of discovering, but not required to. If you want it in mechanics then having them roll things like Alertness (or maybe Investigation if they're actively discerning who's on who's side) or you could even use something like an Empathy roll for "Reading People" to help them to determine who's who in the fight.

For the chase I would probably do it as an Extended Contest (YS pg. 193-194). You could do this as Cat & Mouse, but it may be more fun to throw some extra stuff in to create a sort of Custom Skill Challenge.

Example
(click to show/hide)
Obviously you'd want this to be very narrative heavy, and likely more than just one PC would be making rolls. This is just the general idea of what I mean.

For stat blocking The Fisherman himself I'll need a bit more time. I'm heading to class.

Hope this stuff helps!

20
DFRPG / Re: Focus Idea
« on: January 27, 2016, 01:45:50 PM »
I've never thought about making "potions" into "items" with a finite number of charges. This sounds like a really cool concept. I like the idea of gemstones for this setup too, because my first thought when reading through the thread was it'd be annoying to have to stop and press the ring to stuff. I'm curious to see what you settle on for the design and implementation. Good luck!

21
DFRPG / Re: Quick and Dirty Domination
« on: January 21, 2016, 12:05:10 AM »
That's not quite how I meant that.

My idea was that, if the vampire wants to make person A attack person B, it needs to first maneuver to put an appropriate aspect on person A (something like "Foolish Mortal!" or "Feel your will seep away" or "Eyebite" or whatever - intimidation or deceit would be the skill(s) to use).  Once it's done that, it can then roll its discipline against person B's athletics (or fists or weapons or whatever else) as a direct physical attack, with the special effect of the attack just being "Person A, your arm moves against your volition and you find yourself trying to stab B." - it doesn't take up person A's action, and they can stop the puppeting by a discipline or conviction roll to remove the aspect the vampire placed.

Edit: Note that the vampire could also use this to attack person A, trying to make them stab themselves or jump off a cliff* or whatever.  And in this case person A could defend with their choice of discipline or athletics (or whatever else seems appropriate).

*Edit2: If you use the 'jump off a cliff' example, don't use the book's rules for falling damage!  It's just a weapon: 2 attack from the vampire's "breath weapon" power - the 'jump off a cliff' part is a special effect, not a mechanical one.

I really like this version. My question is since the vampire's opponent would get another turn what's to stop them from breaking the maneuver? Like let's say the maneuver is "Eye Contact". On the target's turn what if they sprint two zones away? Or simply close their eyes? Maybe I'm thinking of it too literally? Or just need to simply go the route of something like "Foolish Mortal!" instead? Thanks!

22
DFRPG / Re: So here's what I played with...
« on: January 20, 2016, 01:26:13 PM »
First off, this is really cool. You've created an entire race. Really awesome stuff. I may have to find a way to throw some of this stuff into my campaign one day.

Secondly, out of curiosity how did you make the layout for this document? I love how it looks like the actual DFRPG books.

Thanks for sharing this with all of us!

23
DFRPG / Re: Creating NPC: Rumpelstiltskin
« on: January 18, 2016, 06:08:53 PM »
I'd give a +1 rebate for the IoP

Maybe another for the physical immunity(if he always carries it on him), since the source of his catch is always 'readily available' if you know about it.

Kind of like Nic's noose.

I haven't watched Once Upon a Time but, certainly, no magical dagger appears in the fairy tale.  Is there some kind of connection made between the two stories?

Hi, thanks for the reply. I've included my responses in a spoiler tag below for those who do not want spoilers from the TV show Once Upon A Time.

(click to show/hide)

Spoiler-Free / tl;dr
No IoP rebate due to not keeping the dagger on his person, but rather hidden away. And I may change the rebate to +1 for The Catch since the dagger link could be discovered by a good Wizard's library (or Bob lol).

EDIT: Anyone have any ideas on summoning him based on his name? Not his True Name, but just like how you may call Mab by chanting her name three times. This works with fae in the Dresden Files, but as I've built the character to be a human with a mantle of power like the TV show (not a Sidhe) I'm not sure how that works. Obviously one could use a ritual circle, and attempt summoning/binding, but I more so mean just randomly trying to summon him by calling out to him. This is done a lot in the TV show, people call to him and he appears.

24
DFRPG / Re: Creating NPC: Rumpelstiltskin
« on: January 18, 2016, 07:26:00 AM »
I decided to take a shot at making a sheet for Rumpelstiltskin strictly based on Once Upon A Time. I haven't seen the season recently airing, but I pretty much based him off the early incarnations anyways. I tried to stay pretty true to the character, as much as the game mechanics would allow. Had to fiddle with Item of Power and The Catch a bit though. His spinning of straw into gold would be handled by Thaumaturgy (more specifically transformation). For his teleporting capabilities I threw in Worldwalker. Most of his other demonstrated powers (fireballs, curses, potions, etc.) would all just fall under Evocation and Thaumaturgy. I didn't list any Focus/Enchanted Items or Rotes, as he's not technically a Wizard, but I may add these later once I can recall if he had anything in the show that would pass as these mechanics.

MidgeyCricket: I know this isn't the character type you were looking for, as it's a man with powers rather than an outcast Sidhe, but I figured I'd post it in hopes it could give you some ideas. That or anyone who wanted to use the OUAT version would have somewhere to start as well. Hope this helps!

ASPECTS
HIGH CONCEPT: The Dark One
TROUBLE: Bound to the Dagger
ASPECT:  Names are Power
ASPECT:  All Magic Comes with a Price
ASPECT:  A Man Turned Monster
ASPECT:  Absolute Power Corrupts Absolutely
ASPECT:  I Will Find My Son

SKILLS (+45/45)
SUPERB (+5):  Conviction, Discipline
GREAT (+4):  Contacts, Deceit, Lore
GOOD (+3):  Alertness, Intimidation, Presence
FAIR (+2):  Investigation, Performance, Rapport, Resources
AVERAGE (+1): Athletics, Burglary, Empathy, Endurance, Stealth, Weapons

STUNTS
HONEST LIES [-1] (YS pg. 151)

POWERS
EVOCATION [-3] Power 5 / Control 5 (YS pg. 249)
Spirit 5/6
Fire 5/5
Air 5/5
Specialization: +1 Control to Spirit Magic

THAUMATURGY [-3] (YS pg. 261)
Specialization: Transformation +1 Control Bonus

GREATER GLAMOURS [-4] (YS pg. 166)

WORLDWALKER [-2] (YS pg. 171)

SUPERNATURAL SENSES: HEARING [-2] (Custom Power)
No matter where Rumpelstiltskin is he can hear his name called, though he does not have to answer.

PHYSICAL IMMUNITY [-8] (YS pg. 186)

THE CATCH: The Dark One’s Dagger [+1] (YS pg. 185)
Rumpelstiltskin may only be hurt by his own dagger. If killed the powers of the Dark One are transferred.

UNDYING [-0] (Custom Power)
Deathless: Rumpelstiltskin cannot be killed unless it’s by his own dagger.

ITEM OF POWER: The Dark One’s Dagger [+0] (YS pg. 167)
This item grants Rumpelstiltskin all of his Powers, but whoever physically holds it may command him.

TOTAL REFRESH COST: -22

STRESS
PHYSICAL: OOO
MENTAL: OOOO
SOCIAL: OOOO

EDIT: Fixed grammatical and spelling errors, as well as various typos.
EDIT: Updated The Catch from +0 rebate to +1 rebate, due to the fact that within the Dresdenverse a good Wizard's library (or Bob) would likely discover the link.
EDIT: Modified opening paragraph and separated out notes to original poster MidgeyCricket.
EDIT: Anyone have any ideas on summoning him based on his name? Not his True Name, but just like how you may call Mab by chanting her name three times. This works with fae in the Dresden Files, but as I've built the character to be a human with a mantle of power like the TV show (not a Sidhe) I'm not sure how that works. Obviously one could use a ritual circle, and attempt summoning/binding, but I more so mean just randomly trying to summon him by calling out to him. This is done a lot in the TV show, people call to him and he appears.
EDIT: To avoid confusion I changed "possesses" to "physically holds" for the description of Item of Power. As "possession" is more of an ownership keyword I think. Rumpelstiltkin OWNS the dagger, but you can HOLD it and command him.
EDIT: Added the UNDYING Custom Power.
EDIT: Added the SUPERNATURAL SENSES Custom Power.

25
DFRPG / Re: Fate More Kickstarter
« on: January 15, 2016, 02:40:59 PM »
Yep. By default, Fate Core has five Aspects per player character.

That five includes High Concept and Trouble from DFRPG right? I have a hard time sometimes keeping track of the 35 PC Aspects (7 per PC x 5 PC's) plus any NPC and/or Scene Aspects relevant at the time. I wonder if that's why they lowered it.

26
DFRPG / Re: "Human Shield" Stunt
« on: January 14, 2016, 04:34:51 PM »
Someone just posted this to the Fate Core G+ community, and I absolutely love the idea. I'm wondering if this would work in DF as well, or if it might need some tweaking.

Human Shield
If there's someone else in your zone you can grab them and use them to defend against an attack. Instead of defending against your attacker you roll Fight opposed by the shield's Fight or Athletics. You count as having a Mediocre (+0) defence for purposes of the actual attack against you, but you can pass as many stress on to your shield as you rolled against them. If the human shield rolls higher than you, you must add their shifts to the original attack. Unless you establish an aspect like Human Shield you just grab the victim and then let them go after the attack. You can't use this stunt on a target that has been taken out.

Example: An attacker gets Superb (+5). You grab a hapless peasant passing by and get Fantastic (+6) to their Fair (+2). You have 4 shifts over your attacker, so you get to pass off 4 of the 5 shifts from the attack on to the hapless peasant.
https://plus.google.com/u/0/+RichardBellinghamSkimble/posts/f5xaou1gYYU

Discuss.

I assume "Fight" is "Fists" in DFRPG? I was thinking using "Might" may be appropriate since you're grabbing someone and holding them in front of you against their will. So your Might vs the human shield's Athletics and use the Shift difference as described the original post. Thanks for sharing this. It's pretty spiffy!

27
DFRPG / Re: Fate More Kickstarter
« on: January 14, 2016, 03:57:39 PM »
First off, thanks for sharing this!

Do we know how well something like this can be implanted into DFRPG Campaigns?

I haven't really looked at any of the other FATE books, because I assumed it was pretty different than the somewhat modified DFRPG version, no?

Like I think the newer editions of Fate Core lower the amount of player character Aspects maybe? I could be way off though.

Anyone able to shed some light on the compatibility of this (and other Fate books) with the three DFRPG books?

Thank you!

28
DFRPG / Re: Most memorable Aspects?
« on: July 07, 2015, 02:05:08 PM »
Two of the more fun ones I've played with are...

The Castle Complex
A human, vampire hunter who believes the only good supernatural is a dead supernatural. (And is obviously a reader of comic books.)

Gotta Catch 'Em All
A changeling who's trying to create a mobile app identifying supernatural beings, their powers, and their weaknesses. He plans for it to do to the entire supernatural world what Bram Stoker's Dracula did to the Black Court. (Obviously he keeps it very secretive.)

29
Below is a character from the campaign I'm running. During a conversation tonight with the other PC's about the DFRPG system the topic of this character came up and we began to second guess it's layout. After looking further I think everything is good, but I figured I'd run it by you guys to be sure. The character is the son of a mortal woman and a Fetch, making him a Changeling (YS pg 74). Please take a look at the current character sheet and then I'll explain in greater detail after it.

ASPECTS
HIGH CONCEPT: Changeling Mercenary For Hire
TROUBLE: A Fetch Killed My Mother
ASPECT: Family Of Monster Hunters
ASPECT: Gotta Catch Em’ All!
ASPECT: Grateful To Dorian Grey
ASPECT: Duval Detective
ASPECT: I Ain’t Fraid Of No…
ASPECT: Johnny’s Biggest Fan

SKILLS +36/36
SUPERB (+5): Lore, Scholarship
GREAT (+4): Deceit, Presence
GOOD (+3): Conviction Discipline
FAIR (+2): Contacts, Empathy, Intimidation, Rapport
AVERAGE (+1): Burglary, Craftsmanship, Investigation, Resources

STUNTS
No Stunts taken at this time.

POWERS
TRUE SHAPESHIFTING [-4] (YS pg. 177)

MODULAR ABILITIES [-6] (YS pg. 177)

HUMAN FORM [+1] (YS pg. 176)

REFRESH
BASE: 10
SPENT: 9
ADJUSTED: 1

STRESS
PHYSICAL: OO
MENTAL: OOOO
SOCIAL: OOOO

CONSEQUENCES
MILD (ANY):
MODERATE (ANY):
SEVERE (ANY):
EXTREME (ANY):


Question #1: Is Human Form something that can actually be taken here? According to the book it grants +1 Refresh as long as "you specify at least 2 points worth of Supernatural Powers". The character constantly uses -4 Refresh in Powers via his Modular Abilities (Which actually uses -6 Refresh due to the -2 Refresh "cost" of Modular Abilities.). The thing is, he is never in a "Regular Joe" form. His "resting form" (a.k.a. "I'm in this form unless I otherwise specify.") utilizes Powers via Modular Abilities. So can you still gain the +1 Human Form bonus for having the "capability" to become a "Regular Joe"? Even if you never choose to do so? The reason this is important is without that +1 Refresh from Human Form his character would be using -10 Refresh, which would make him a NPC.
 
Question #2: The character's "resting form" (Mentioned in Question #1.) uses the Physical Immunity Power (YS pg 186) at a whopping -8 Refresh, however, this is mitigated by attaching The Catch (YS pg 185). The Catch is Cold Iron as he is a Changeling with Fetch heritage. Since he is protected from everything except something specific he gets a +0. Then, since The Catch is something anyone could reasonably access (cold iron) he gets a +2. And finally, since pretty much anyone with knowledge of the supernatural would know a child of fae is weak to cold iron he gets another +2. This means he is able to take the Physical Immunity of -8 Refresh at the cost of -4 Refresh. His Modular Abilities has just enough to cover this. He sometimes switches to something like Inhuman Strength (YS pg 183) and Supernatural Toughness (YS pg 186) for a total of -6 Refresh. When doing something like this we've been playing it where The Catch only gives him a +3 Refresh discount (Since Catches cannot reduce the total cost of your Toughness Powers below -1 Refresh.). And if he was to take something like Inhuman Speed and Inhuman Strength he'd get no Catch discount at all as he has no Toughness Powers taken at that time. All of this seems to be how it should be played, but I wanted to make doubly sure.
 
At the end of the day the subject was brought up, because I think the other players feel a bit... "un-needed" with him around. His base Skills (As you can see above.) are set to be super high in regards to Social capabilities. Then if he needs to be combat oriented he just shuffles the Skills to be so and throws whatever Powers he needs at the moment onto himself. He does not play the character as a "ball hog" (To use a basketball term.) on purpose, but I think some of the other players may feel the character lends himself to be so just based on his design.
 
We're almost to the end of our second campaign arc, so unless something in the character is actually wrong rules/mechanics wise we won't be changing him in any way. I'm mostly curious in making sure the character is "legal" and then seeking advice on how to make sure the other characters don't feel like they are sidekicks to a one-man show. Sorry if any of this seems super simple, but this is my first FATE game, first DFRPG game, and first time GM'ing any game system at all.
 
Thanks in advanced.

30
DFRPG / Re: Faerie Conversations & Lying
« on: June 07, 2015, 05:58:57 AM »
Thanks again for all your help everyone! This is going to be worlds of help when I work the Faerie Courts into the mix.

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