Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Sanctaphrax

Pages: 1 ... 3 4 [5]
61
DFRPG / House Rules And Homebrew
« on: March 13, 2011, 06:06:28 AM »
As some of you may remember, I started a player's guide for this game some time ago. It's been languishing in obscurity for a while, though, because I got caught up in other things.

I'm coming back to it now.

For this player's guide I'd like to have a compilation of house rules and homebrew bits. So I've made this thread to gather and summarize the various rules changes that this board has come up with.

For homebrew rules bits, I've got:

crusher_bob's thaumaturgy system
Devonapple's conjuration table
The summoning systems thread (summary partially done)
Vehicle rules (summary done)

For houserules and optional rules, I've got:

Spin
Rolling for Initiative
Self-inflicted harm automatically satisfies catches
Spells and mental stress have a weird relationship
Lawbreaker can boost spells that resonate thematically with a law without breaking it
Lawbreaker adds to power and complexity as well as control
No Refinement on IoP
Weapon 4+ evocations are always considered lethal force
Fate points are transferred from character to character at the end of the scene
You can take consequences to convert a failed roll into a successful one if the margin of error was less than or equal to the consequence's value.
Some weapons have AP ratings, letting them ignore (AP rating) points of armour.
Spellcasters can evoke as a reflexive defence.
Attacking beyond your maximum range imposes a -2/zone penalty rather than being impossible.
Strength adds one/two zones of range to muscle-powered weaponry per level.
Extra shifts on a sprint action made to move into someone's zone subtract from the number of zones that that person can move next turn.

I'll be summarizing the homebrew threads over the next few days.

So, does anybody have any house rules or homebrew that they want to share?

62
DFRPG / A Couple Of Homebrew Denarians
« on: March 07, 2011, 11:51:40 PM »
I am currently GMing a high-powered game on the Play-By-Post forum. In order to challenge my players, I need to use very powerful enemies. So I came up with a couple of homebrew Denarians for them to fight. Now that they've both been taken out, I'm posting them here.

By the way, I'm quite happy with how the battles turned out. The players got to use the full extent of their powers and won after a reasonable amount of trouble. So, three cheers for them.

Truad (Snorkelling)

High Concept: Denarian Warrior
Other Aspects: Warrior’s Code, Humanity Should Not Exist
Skills:
Superb: Weapons, Athletics
Great: Discipline, Fists, Might
Good: Endurance, Conviction, Alertness
Fair: Empathy, Intimidation, Lore
Average: Presence, Investigation, Deceit
Stunts:
Master Of War (Weapons): May use Weapons +1 for assessments and declarations related to combat.
Rain Of Spears (Weapons): -2 to Weapons attacks to hit an entire zone.
Lethal Strike (Weapons): +2 stress for a ttacks with Breath Weapon.
Powers:
Beast Change [-1]
True Aim [-1]
Demonic Co-Pilot [-1]
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Human Form [+1] affecting
Hulking Size [-2]
Wings [-1]
Breath Weapon [-2]
Inhuman Strength [-2]
Supernatural Speed [-4]
Inhuman Toughness [-2]
Total Refresh Cost:
-20
Refresh Total:
-7


Velociel (Snorkelling)

High Concept: Denarian Predator
Other Aspects: Animalistic, Humans Are My Toys
Skills:
Superb: Fists, Athletics
Great: Stealth, Survival, Alertness
Good: Endurance, Might, Conviction
Fair: Burglary, Discipline, Intimidation
Average: Presence, Investigation, Deceit
Stunts:
Stealthy Predator (Stealth): +2 to Stealth when hunting.
Urban Survivalist (Survival): +1 to Survival in cities, use all Survival trappings in cities.
Armour Piercing Claws (Fists): Ignore 2 points of armour when attacking with Claws.
Blindingly Fast Change (Lore): No penalty for shapechanging, +1 to hit immediately after changing shape.
Powers:
Beast Change [-1]
Demonic Co-Pilot [-1]
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Human Form [+1] affecting
Claws [-1]
Inhuman Strength [-2]
Mythic Speed [-6]
Inhuman Toughness [-2]
Total Refresh Cost:
-18
Refresh Total:
-5

63
DFRPG / Echoes Of The Beast
« on: February 18, 2011, 11:39:10 PM »
As some of you may have noticed, I've been making a lot of characters lately that have the Echoes Of The Beast power. The effects of said power are variable, and I don't know what they should be in most cases. So I turn to you, people of the forum, for suggestions concerning the effects of Echoes from the following types of thing:

Viper
Python
Wolf
Housecat
Spider
Outsider
Shark
Turtle
Crab
Bat
Bear
Horse
Elephant
Falcon

64
DFRPG / Vehicles In Combat
« on: February 09, 2011, 06:17:00 PM »
Has anyone given thought to methods of handling the use of vehicles in combat? I just read a bit about the use of chariots in ancient warfare, and it got me thinking.

Here's how I think I'll handle it:

Each vehicle (be it a horse, a chariot, a car, or a helicopter) has one driver and a reasonable number of passengers. All of these characters must stay in the same zone at all times. The driver's Driving (or Survival) skill restricts all rolls made by characters in the vehicle. The only character who can move is the driver, and when he moves all other characters in the vehicle must follow. In addition, many vehicles can be used as weapons (Weapon 2 or 3 for a horse, weapon 4 or 5 for a car). Moving or attacking with vehicles uses Driving (or Survival) instead of the normal skill. Entering or leaving a vehicle requires an action, but has no chance of failure unless somebody tries to oppose it.

I think that almost everything else can be covered with aspects. But I'm not sure how to handle situations where the driver and the passengers aren't on the same side.

Thoughts?

65
DFRPG / Nevernever Locale: The Iron Spires
« on: December 25, 2010, 02:06:10 AM »
The Nevernever is like Earth, but more so. The mountains are higher, the shadows are darker, and the houses of sin are more sinful. One excellent example of this principle can be found in The Iron Spires, an inhospitable region of the Nevernever that embodies the harshness and grandeur of the natural world.

The Iron Spires are an enormous mountain range formed entirely of cast iron blades. Even the rain is made of metal. The spires are hot enough to boil water during the day and cold enough to freeze alcohol during the night. As you can imagine, most people don't last for very long there.

Nonetheless, the spires do support life of a sort. For one hour in twelve, as day changes to night and night changes to day, the climate of the spires is actually fairly comfortable. During those hours, swarms of metallic bladeflies and sharp-feathered iron birds cloud the skies, searching for something nonmetallic to devour. They don't actually need to eat, of course, but that doesn't matter.

You might be wondering why anyone would ever choose to go to The Iron Spires. And indeed, almost nobody ever does. People wander into it through the Ways, which are inevitably located in the harshest environments on Earth. But once they're there, people become strangely reluctant to leave. Despite (or perhaps because of) their extreme inhospitability, The Iron Spires cast a sort of spell that makes people refuse to leave. Those affected become something other than human, and spend their lives in a fruitless search for a legendary treasure called the Crown Of The Iron Spires. They take pride in their honour, which demands three things of them. First, that they never give up the search for the Crown. Second, that they never show pain, sadness, or discomfort. And third, that they never mention the Monster of The Iron Spires.

The Monster Of The Iron Spires is the undisputed master of this locale. It resembles an enormous tiger made entirely out of blades, with six legs and a face like a set of gardening shears. It is the reason that the spires are so terrible. It created the spires as a reflection of what it believes. If it could talk, it might say that the true beauty of nature is in its brutality.

The Iron Spires look beautiful on a postcard, it's true. But no-one sane would want to live there.

66
DFRPG / DFRPG Player's Guide (Rough Draft)
« on: December 23, 2010, 02:28:33 AM »
Given the number of questions that this board receives about fairly basic issues, I thought that it would be appropriate to create a player's guide that would introduce people to the game. This guide would include the following four sections:

1. The Setting
2. The Rules
3. FAQ and Houserules
4. Examples Of Play

Section one would pretty much just be Richard Chilton's spoiler-free intro. Section two will be posted below. Section three will be set up as a question and answer session, with links to other threads on this board where appropriate. Section four will just be a collection of links.

I made this thread because I want some community input before I finalize this thing. I would appreciate the addition of any houserules, rules questions or examples of play. Also, this stuff could probably use some editing. Here's what I've got so far:

67
DFRPG / A Question About The Rules For Evocation Blocks
« on: November 13, 2010, 07:05:02 PM »
Can a spellcaster use an evocation to block all (or almost all) of the actions of a target without invoking or tagging an Aspect?

This is a question that arose on the Custom Spell Compilation Thread. You need to invoke or tag an aspect in order to grapple someone, and I believe that the same should apply to grapple-like blocks with magic. My main reason for believing this is that if you can block all actions with a spell, then there is really no point to blocking a select class of actions. And so all blocks with magic would be grapples, which (at least in my opinion) makes the game less interesting.

However, it has come to my attention that not everyone agrees with me. I made this thread so that we could discuss it without sending another thread way off topic.

If somebody could come here to state the opposing opinion, I would appreciate it.

68
The purpose of this thread is the collection and dissemination of fan-made stunts for the Dresden Files Roleplaying Game.

It is written under the assumptions that stunts can enhance magical abilities in some limited ways, and that social stunts obey the same limitations as physical ones.

If you disagree with the former assumption, ignore every stunt marked with a single asterisk like so: *.

If you disagree with the latter assumption, increase the power of every stunt marked with two asterisks like so: **.

The contents of this list are available as a text document here.

This list underwent a pretty serious revision back in 2012. If you want, you can find the pre-revision version of it here.

Alertness:

Attention!: You have been trained to follow orders instantly in combat. When in a physical conflict, you may replace your initiative with that of a friendly character with this stunt.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to your Alertness skill while you are in this area.
Sentry: You have the ability to wait, devoting your full effort to watchfulness, for hours on end. Your Endurance skill never restricts your Alertness skill owing to a lack of rest. In addition, add one to your Alertness skill when using its Passive Awareness and Avoiding Surprise trappings while in the same zone that you were in during the previous exchange.
Notice Tell: Your keen senses allow you to pick up on the subtle clues that indicate when a person is lying. You may use your Alertness skill to defend against Deceit-based social maneuvers and attacks.
Master of the Tell: (Requires Notice Tell) Long practice has made you incomparably good at noticing the mannerisms that accompany deception. Add two to your Alertness skill when using it to defend against Deceit-based maneuvers and attacks.
Primitive Tracker: Your methods of tracking are simple and intuitive, but nonetheless effective. You may use your Alertness skill for the Tracking trapping of Survival.
Inspector: Short-term and long term inspection of something are essentially the same thing. You may use your Alertness skill for the Examination trapping of Investigation.
Notice the Unseen: You have an uncanny knack for noticing things that are magically hidden. Add three to your Alertness skill when using it to notice things that are either invisible or veiled.

Athletics:

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defence while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character. (A similar stunt could exist in many other skills.)
Ball Toss: Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill to wield thrown weapons. You do not get any bonus from speed powers for these attacks.
Spell Sense: Through exposure to and training against spellcasters you have developed a nearly preternatural awareness of danger from magical attacks. As such, you can react to that danger sooner and more effectively. Add two to your Athletics skill when using it to defend against spellcasting (including enchanted items).
Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Add two to your Athletics skill when using it to dodge gunfire.
I Grew Up Doing This: You are very familiar with a certain environment, and you find it easy to navigate its obstacles. Pick an environment. Add two to your Athletics skill when using it to bypass barriers in that environment. For the purposes of this stunt, a valid environment is any area or type of area that you expect to spend a significant amount of time outside of.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
Evasion: Like the members of certain character classes from Dungeons And Dragons (version 3.5), you have an amazing ability to remain unharmed when caught within the area of effect of an explosion. Add two to your Athletics-based defence rolls against area attacks.
Unhindered Defences: Armour and weapons are wonderful things, but they tend to slow a fellow down. So you don't carry weapons or wear armour. Add two to your Athletics defence rolls as long as you are unarmed and unarmoured.
Land On Your Feet: Like a cat, you are able to fall from great heights without great harm. When making an Athletics roll to resist falling damage, do not halve the result before converting it to armour.
Spring-Heeled: Maybe you don't actually have springs in your heels, but it sure looks as though you do. Add two to your Athletics skill when using it to jump.
Fight By Jumping: (Requires Spring-Heeled) It is normally a very bad idea to jump up high while fighting, but you make it work. Increase your Athletics skill by a further two when making a jump-based maneuver in combat, but all aspects created this way are automatically fragile.
Out Of Reach: (Requires Fight By Jumping) It isn't easy to hit a guy who's five feet above your head. So long as you possess an aspect created through Fight By Jumping, add two to your defence rolls against melee attacks.
The §$%& Bastard Will Not Escape: Nobody gets away from you. Add two to your Athletics skill when using it to chase someone.
Run Away: Discretion is the better part of valour, at least for you. On a successful defence with Athletics, you may sacrifice your next action to turn that defence roll into an immediate Sprint action.
Graceful Silence: Your natural poise and grace enable you to pass quietly and undetected. You may use your Athletics skill for the Skulking trapping of the Stealth skill.
Deadly Grace: Your speed and agility let you take people down before they realise what's going on. You may use your Athletics skill for the Ambush trapping of the Stealth skill.

Burglary:

Security Expert: Knowing how to case a place means that you know how to protect a place against other people with the same idea. You may use your Burglary skill to perform blocks against the future use of Burglary upon a target that you have successfully assessed with the Casing trapping. This block represents your efforts to correct the security flaws that you notice. Its duration and the time taken to set it up will vary according to the GM's discretion.
Five-Fingered Discount: Why buy what you can steal? You may use your Burglary skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Stolen Property”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Specialized Criminal: Thieves have specialties, just like scientists. Pick a type of thing that can be burgled (eg. banks, apartments). Add two to your Burglary skill when using it against that type of thing.
I Lupin!: Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per scene, you may spend a Fate Point in order to get a +4 bonus to a Burglary roll.
Burglar's Signature: Some aspect of your character makes you an expert thief. Pick one of your aspects. Add two to the result of any Burglary roll that you invoke that aspect on.
Disable Device: If you can take apart a lock, you can take apart a clock. You may use your Burglary skill for the Breaking trapping of the Craftsmanship skill.

Contacts:

Absolute Authority: You are good at being in charge. Add two to your Contacts skill as long as you are in a position of authority over those you intend to contact.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
Chain of Command: You are a soldier, and other soldiers answer to you. Add two to your Contacts skill when using it to deal with other soldiers.
The Boss: People do what you say. Add a new trapping called Employment to your Contacts skill. The Employment trapping is used to acquire or already have subordinates, employees, and minions. An employee's relevant skills are generally roughly equal to half of the roll made to hire them. Employees will not perform risky, illegal, or unethical actions unless you take a penalty to your hiring roll in order to find people willing to do risky, illegal, or unethical things. (Similar stunts could exist in Presence and Resources.)
Minions, Attack!: (Requires The Boss) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Contacts skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment. (Similar stunts could exist in Presence and Resources.)
Minions, Defend!: (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Contacts skill for the Dodging trapping of the Athletics skill. (Similar stunts could exist in Presence and Resources.)
Coordinated Attack: (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Contacts skill when using it with the benefits of Minions, Attack!. (Similar stunts could exist in Presence and Resources.)
Morale Boost: (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions. (Similar stunts could exist in Presence and Resources.)
Human Wall: (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Contacts skill when using it with the benefits of Minions, Defend!. (Similar stunts could exist in Presence and Resources.)
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
I'm Looking For Mr Brown: You are extremely good at tracking people down. When trying to find someone with the Gathering Information trapping of the Contacts skill, add two to your Contacts skill and make the relevant rolls one time increment faster.
On The Watch: (Requires Ear To The Ground) There’s something that you’re on the watch for, and you have a network of people who will tell you if it happens. Pick a topic roughly as broad as “Lawbreaking” or “My Little Pony”. The difficulty of any Getting The Tip-Off roll that you make related to that topic is reduced by four. (This doesn’t stack with Ear To The Ground).
Member: You are a member of an organization. Add two to your Contacts skill when using it to contact other members of that organization. The situations in which this will be useful depend heavily on the organization.
Too Cool for School: All the kids wanna be just like you. Add two to your Contacts skill when dealing with young adults between high school and middle school age.
Networking: Networking is an important skill for a businessman, and you have it. Add two to your Contacts skill when using it in a corporate context.
Salesman's Network: All good salesmen build up a network of satisfied customers over time. Pick a type of product. Add two to your Contacts skill when looking for or dealing with makers, sellers, or notable consumers of that type of product.
Network of Informants: You know people who know things about the things that you want to know things about. Pick a subject roughly as broad as “the Red Court” or “academic politics”. Add two to your Contacts skill when using it to Gather Information or Get The Tip Off about that subject.
Discreet Investigations: You are unusually subtle when it comes to gathering information. It isn't obvious when you use the Gathering Information trapping of the Contacts skill; people need to beat your Contacts roll with one of their own to notice it.

Conviction:

Sermonize: Your speeches are more about passion than presentation. Add a new trapping called Preaching to your Conviction skill. The Preaching trapping is used to make social attacks, social maneuvers, and public speeches that are related to religious or moral issues.
Righteous: You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.*
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against that being.
Fire And Brimstone: Threatening someone's body isn't really your style. You prefer to threaten the soul. You may use your Conviction skill for the Threats trapping of the Intimidation skill when threatening someone with eternal damnation, divine hatred, or some similar fate.
Stubborn Faith: You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
Religious Contacts: You are well loved for your piety. You may use your Conviction skill instead of your Contacts skill when dealing with people who have centred their lives around the same religion as you. (This stunt may be excessively broad in some games. Please be cautious with it.)
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
Threshold Guardian: Your very presence is a shield against the forces of evil. Add three to your Conviction skill when using it in conjunction with the Bless This House power.*
Boosted Hexes: You don’t get along with technology at all. Even compared to other wizards. All technology is treated as though it were two steps lower on the hexing table when determining how easily you can hex it.*
You Do Not Want To See My Soul: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.*
Closer To God: For whatever reason, God guides you just a little more carefully than is normal. Add two to your Conviction skill when using it with your Guide My Hand power.*
Lay On Hands: Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for medical treatment.
Sunday School: Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.
I KNOW I'm Right!: Your knowledge of the righteousness of your beliefs gives you strength in trying times. You may use your Conviction skill for the Mental Defence trapping of the Discipline skill.
Set in My Ways: You're old. It took you decades to form your beliefs and you're not about to abandon them. Add two to your Conviction skill when using it to resist attempts to change your deeply-held beliefs or your core identity.

69
DFRPG Resource Collection / Generic NPCs
« on: October 05, 2010, 01:38:00 AM »
Our World has a few generic NPCs in it, but not many. Not enough, in my opinion. This thread is meant to correct that by giving people (especially me) a place to post stats for nameless non-player characters.

Not all of the characters that the players encounter will fit into the standard power levels for starting characters. As such, I'm adding a few more. Remember that NPCs can go below zero refresh. Here are the new levels:

Hydrophobe (10 skill points, 2 refresh, skill cap good)
You're kind of a loser. You have no significance to the supernatural world and little to the mundane one.

On The Beach (15 skill points, 4 refresh, skill cap good)
You're just some guy. You probably know nothing about the supernatural world and you're not a big shot in the mundane one either. Joe Average level.

Snorkeling (40 skill points, 13 refresh, skill cap superb)
You're pretty damn powerful. Most cities don't have more than one or two guys at this level. I'm considering increasing the skill cap to fantastic for this level.

Scuba Diving (45 skill points, 17 refresh, skill cap fantastic)
You're one of the best in the world at what you do. Faerie Queens, Vampire Kings, and Senior Council members know who you are.

In A Submarine (50 skill points, 21 refresh, skill cap fantastic)
You are a being of global significance. You have the power to star in legends, change the course of world events, or defeat a small army singlehandedly.

Deep One (65 skill points, 38 refresh, skill cap epic)
You are a supernatural heavyweight. This is the level of Senior Council members, legendary monsters, the leaders of Vampire Courts, and other plot devices.

Expect characters starting tomorrow. I'll be starting with pure mortals and moving on to supernaturals later.

70
DFRPG / Homebrew Stunts
« on: September 19, 2010, 07:07:46 PM »
The core book recommends that players come up with their own stunts. This is good advice, since stunts are a big part of what makes each character unique. Still, coming up with stunts for every main and supporting NPC is a fair bit of work. A list of premade stunts can save a lot of effort. Besides, sometimes a single stunt can inspire an entire character. And so I ask you, good people of the forum, to post the home-made stunts that you use in your games to this thread.

This is the master list of homebrew stunts, for those who don't want to look through the entire thread: http://www.jimbutcheronline.com/bb/index.php/topic,21952.0.html

The page behind the above link contains the work of me, Tbora, blankshield, admiralducksauce, Tsunami, Dumbledresden, HobbitGuy1420, and too many others to list here. I'd like to thank furashgf for compiling a full list of stunts, canon and otherwise, and sending it to me.

For those who want a copy of the stunt list on their own computer, there is an automatically-updating publicly available word document behind the following link:

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx

Pages: 1 ... 3 4 [5]