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Topics - Haru

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16
DFRPG / Jedi Knight
« on: January 01, 2013, 04:14:44 AM »
I was talking with a friend about True Believers, and we started to joke about a True Believer in the force. I have lately heard a lot about the church of the jedi. In britain, it is already quite popular, at least in some polls (though still in the 0.something percent). Regardless, the jedi codex is a pretty good code of honor, and even though they might not believe in god, someone who really follows the code would probably be worthy of the white gods aid.

Quote from: Jedi Codex
Jedi are the guardians of peace in the galaxy.
Jedi use their powers to defend and protect, never to attack others.
Jedi respect all life, in any form.
Jedi serve others, rather than rule over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.

So I wondered, how hard would it be to create a believable jedi knight to live in the dresden world. If you look at „Guide my hand“, for example, it seems to be doing exactly what Luke did, when he shot down the death star. When he shut down the targeting system (guns or driving), he trusted the force to help him make the shot (conviction replacement). Perfect. Magic and faith powers can cover the rest, and the force becomes just another way the white god (or whoever is behind even him) manifests as a force for good.

I went with some repainted True Believer powers, that fit quite well, and I created two powers to accommodate for the (I think) most common uses of the force. I briefly debated going with channeling (the force), but I thought it be better this way. The uses are fairly limited, I think, and if the jedi abuses them, he can be put down pretty quickly by a compel. I also thought about sponsored magic (the force), but I think that would be a bit pricey for what little you might actually be able to do.
And of course, we can't forget the light saber. Nothing too fancy, I think, though it is still a freaking light saber.

I'd appreciate your feedback on this.

Jedi Powers:

Let the Force Guide you [-1]
(Guide my Hand)
To Defend and Protect [-1] (Bless this House)
Telekinesis [-1]: You may use your conviction instead of your might skill to lift and move objects up to one zone away.
These aren't the droids you're looking for [-1]: You may use your discipline instead of deceit to convince someone of a lie, as long as the lie is not harmful to them, and you are in the same zone as they are.

Light Saber [-2]

It is what it is: And that is a very detailed replica of a light saber, including fake tech inside. Carried around by quite a few star wars fans, there are extremely few who can actually get use out of their prop. Only in a time of great bravery,  the force awakens in the jedi knight. After this, as long as he acts according to the jedi codex, he will be able to activate the light saber at his will, so it becomes a weapon:3, as if it were a real two-handed sword.
True Aim [-1]: When swung in keeping with its purpose, a Sword of the Cross grants a +1 to the wielder’s Weapons skill.
Deflect [-1]: A jedi knight is able to deflect ranged attacks with his sword, using weapons instead of athletics to defend against them.
Blade of light [-1]: The light saber acts as an artifact of faith, satisfying the catch of any creature vulnurable to it. Furthermore, the seering blade also counts as a source of fire for the same purposes.
One time Discount [+1]: When not in use, it is a well crafted but short and inconspicuous piece of a costume, easy to hide, even in plain sight.

17
DFRPG / Plot help
« on: December 28, 2012, 09:24:51 AM »
I'm kind of stuck on a plot. My RL group is coming from a shadowrun background, so we get into heist like plots most of the time. The group consists of an aeromancer, a werewolf and a supernatural style mortal hunter.

After a one-shot demon hunting adventure, what I want to do is set up a GP style event, where lots of supernatural parties will attend for the players to meet. My idea was to have a piece of mordite up for auction, which would be bad in any of the parties hands. The piece is supposed to be from the private collection of a deceased hunter, who stored away all kinds of nasty things behind circles and wards and whatever he could think of. After his death, those things were just sold by his heirs, who didn't know what they were dealing with. The most dangerous piece, as I said, is a piece of mordite locked in a box similar to the one Ivy had. Or maybe exactly the one Ivy had, since I thought about having her give the job of retrieving the box to the hunter.

The werewolf killed a summer changeling last time. Admittedly he had his reasons, but it was by no means necessary, and I wanted to have the changelings big sister show up and push him into doing things. Even if she has no claim on him now, the werewolf is a partyanimal (literally), and it would be easy enough for her to push some faerie food on him to put him into enough debt to work for her. Probably something to counter winter, if they attend the auction.

(click to show/hide)

Now mostly I have two things I am stuck on:
First, I really like the idea of the auction and everything, but I am drawing a blank when I am thinking about everything around it. I was thinking about having either one of the vampire courts hold the auction (red or black, I think) or a dragon. The motivation for buying the mordite is quite clear, it is an extremely powerful weapon, and anyone who gets it will have an edge over the others. Should I give the players an opportunity to get the mordite before the auction even starts? Have them attend the auction as a stepping stone for future campaigns? Everything is kind of fuzzy around that. I would like to at least be somewhat prepared for whatever tactics they come up with eventually.

Second, a minor thing, but I can't wrap my head around it. The werewolf and the hunter have enough in terms of hooks that I can get them into gear. The aeromancer? Not so much. The three disturbed a demon summoning ritual together, and they disbanded and disposed of the corrupted brotherhood, the aeromancer used to belong to, when he developed his powers. Beyond that, he doesn't really have any connections to anyone or anything, or much of a personality for that matter. Not even the White Council, since the brotherhood was the only magical group he belonged to. The player is sort of a numbers player (so much, he called the phases and aspects a "hippie" game). Any ideas?

18
DFRPG / How to drive home the dangers of the Sight?
« on: December 05, 2012, 06:26:23 PM »
I've finally run a real game of DFRPG last week. It was the group I usually play Shadowrun with. On a whole, the group was pretty happy with it, the rules were well accepted. We had a werewolf, a supernatural style hunter, and an aeromancer going up against a cult of demon summoners in an old bunker in Berlin.

However, whoever played shadowrun before knows of the "astral sight", wizards usually have in the setting. It is basically the Dresden Sight, without the drawbacks. And here lies the problem: the aeromancer used his sight exactly like it. Since he had discipline at +5, he never got any problems defending against or closing the Sight. He used it as a tool on pretty much every crime scene they investigated, but I didn't think anything higher than a +5 strength would be warranted. Now he used his Sight frequently, without any downside, which kind of defeats the whole "What has been seen can't be unseen" thing of the Sight.

Any idea how I can drive that home? I don't really like to just arbitrarily crank up the strength of anything he sees, but at the same time, looking at everything with your sight should have a drawback. Have you had similar problems? How have you solved them?

19
DFRPG / Blocking the Defense
« on: November 22, 2012, 04:30:28 PM »
Something just occurred to me, that I am not sure if it is viable, so I thought I'd get your opinions.

There's an example in the book, that I will use. It's about the thief who wants to pick a lock in the middle of a battle. He rolls discipline to place the aspect "focused" on himself, to get a better shot at the pick. However, an opposing gunslinger sees him and wants to keep him from placing the aspect, defending with guns against the maneuver.

So far so good. Now to add one element:
The thief has his own gunslinger with him, who put up a block prior to the thief trying to focus.

Now let's say the opposing gunslinger succeeded in defending against the maneuver, so the aspect would not be placed. The block though is even higher, so the thief could have used it to block a similar guns attack.

But could he use it to block the defense roll?

On the one hand, it would make sense, so I'm inclined to allow it. On the other hand, I'm not sure that it's intended that way.

20
Site Suggestions & Support / suspicious
« on: August 30, 2012, 03:44:39 PM »
Hi, I just saw the button for the "suspicious visitors" function, but on preview, it doesn't seem to be doing anything. Which might be, because I am neither suspicious nor a visitor. But I'm curious, what does it do?

21
DFRPG / Offensive Block + Dodging
« on: May 11, 2012, 07:46:45 PM »
Ok, so this is coming up in my pbp at the moment, and I'm not sure how to rule. I've trapped a wizard in a spell, an offensive block limiting almost all his actions. He now cast a spell way above the block strength, so he will break free. So far so good, but does the target get a dodge roll against the remaining shifts of the attack? In the case of a defensive block, the case would be clear, it is either the block or the dodge roll, not both. But on the offensive block, I am not that sure how I would rule.

How would you rule, or am I missing something from the rules that already covers that?

22
DFRPG / Character aspects
« on: February 29, 2012, 02:46:34 PM »
So I'm still having a bit trouble with character aspects. Using them is not so much a problem, but coming up with ones that not only describe the character but his place in the world is a bit of a challenge.

Now my question is, what kind of Aspects should a character have? At the moment we have "High Concept", "Trouble", "Background", "Rising heat", "Story" and two "guest stories", which are ok descriptions, but it could be better. What I am looking for is sort of a list of things aspects should cover, like a "social aspect", etc., and maybe what kind of information it should convey about the character.

It can probably even be a list of more or less than 7 things, since you can sometimes put 2 things into one aspect or have 2 aspects cover 1 thing from different angles. I just would like to gather up a little guideline to make it easier to come up with appropriate aspects.

23
DFRPG / using literary devices in the game
« on: November 07, 2011, 06:57:07 PM »
In my south america campaign, it came up that we had to resolve a scene between 2 of the characters, although the outcome of this scene was mostly decided already. JayTee suggested to resolve this scene as a flashback, running parallel to the present scene, so the other players wouldn't have to wait. I thought it worked pretty good.

Now that got me thinking, what else could be used in the game?

What I came up with so far, besides a flashback:

Cutscene:
You know the first chapter of many books, that don't feature the actual hero but some luckless sap that is at the wrong place at the wrong time and becomes the first victim to the big bad. Scenes like that. You could have premade characters for a scene like that and play it out rather than just tell it or keep it from the group entirely. Or would that be too much information in the hands of the players (though the amount of information revealed is probably not much more than "there is something big and bad"). Many other things inbetween could be done like this as well. The characters are called in to the scene of a crime, where a priceless item has been stolen. In a book, the heist might have been described in full, so why not play out the scene?
A scene like that can be the ground for many declarations, and it would be more vivid than just stating a fact. It would change the rpg from a first person game to a third person game, and the question is: would it work?

"a year ago":
This is a type of storytelling I like very much. A story is told that has a long history, and the history is revealed in regular flashbacks while the characters walk through the aftermath. Basically, this would be playing 2 versions of characters with different refresh levels at the same time, the actions from the younger one influencing the story of the older one. This could get interesting, when an action in the past forces the older one to take on a different aspect than he was originally planned with.

I realise, some of those might only work in a pbp while other might work better at the table or equally good in both situations. What do you think, would those generally work? And do you have other ideas like this?

24
Site Suggestions & Support / new "new" image
« on: August 03, 2011, 08:58:14 PM »
I really like the new red look of the Forum, but one thing that I really dislike are those orange "new" buttons. I decreed "No more!", and made a new one, better fitting with the rest of the color scheme, I hope.

Enjoy:


directlink:
http://imageshack.us/photo/my-images/11/newnewy.gif

25
DFRPG / magical tattos + mundane items
« on: July 19, 2011, 12:52:00 PM »
I usually don't like magical tattoos, because they often try to get around the item part of enchanted or focus items. That said, I've had an idea that would kind of take this to the extreme.
A charakter, that is able to put items inside of drawings he made of them and he would be able to take them out again, removing the drawing as if it had never been there. If you do this with tattoos, you can carry a lot of stuff in plain sight. And drawing a sword from your forearm? That is just plain awesome ;D
I am not sure how to stat this, though. Maybe by creating aspects and invoking them for effect to get the item back? Any ideas?

26
DFRPG / Casting gestures, Beast changes, totem spirits
« on: May 25, 2011, 09:35:34 AM »
A few questions put together in one thread for your convenience ;)

----------------------

First of, I have been playing Shadowrun a lot, and despite a lot of things that are flawed with that system, there is one thing I really liked: the concept of totem spirits. Wizard types are mostly classified in 2 traditions: hermetic and shaman. Shamans (in the latest version it is every wizard, but I don't like that change) have a totem spirit, a guide that defines their understanding and use of magic. The totem spirit grants a bonus to one kind of magic while putting a penalty on another. The character of the totem is always similar to the shamans own character and the shamans own behaviour is reinforced by the totems character.

examples:
- Coyote is the Great Trickster, unpredictably bold one moment, cowardly the next. He can be a friend or a dark joker who leads you into danger. A Coyote shaman is too independent to be bound by anything except his word. Like Grandfather Coyote in the legends, his is intensely curious. He is often greedy and fond of taking risks just for fun.
- Owl is a wise and silent observer. She does not speak unless she has something important to say. Owl lives by night and shuns the sunlight, in which she is practically helpless. What she hunts for, she finds. Owl is helpful to her friends and fearsome to her enemies.
- Because Mouse is so much smaller than many other animals, and because so many other creatures hunt her, the Mouse shaman usually has a well-developed sense of danger. Mouse scrutinizes everything, and has a marvelous ability to categorize and organize. Mouse is not as skittish as Rabbit, or as selfish as Rat.

How would you put something like this into the game? I personally would put it somewhere between an aspect and sponsored magic. An aspect would probably be to weak, sponsored magic would be too much for what I have in mind. A supernatural stunt combined with an aspect would probably be the best way to go, the stunt representing the bonus/penalty of the totem, the aspect representing the character of the totem that can be invoked or compelled according to the totems character.

----------------------

Next, I am not sure if something like this has been brought up yet, so I am going to put it in the same thread. I am talking about non-animal-beast-changed. More specific, things like changing into pure flame/air/etc. with beast change. How would the powers of such a best-form look like? Would you be ok with things like this? They are not exactly canon, but only because we haven't seen things like this doesn't mean they don't exist. They would probably cost a lot of refresh in any case.

----------------------

The last one might be a bit silly. Do you think about what gestures they do when your wizards cast their evocations? And more importantly: do you do them?
Casting a fireball is pretty straight forward, usually: aim and shoot. I find myself most often doing the fireball throwing gesture in this case.
Other times, like an earthshock spell, I thrust both hands at the ground, palms open. Letting a tree grow to grab someone? Ever see the Merlin movies with Sam Neil? Something like that.

What are your casting gestures for what spell, and do you do them at the table, when you play?

27
DFRPG / How much do non-wizard relatives of wizards know?
« on: May 22, 2011, 06:16:06 PM »
Pretty much what the title says. How much do relatives know?
Looking at the Carpenters, their only connection to the council is through Harry. Everything they know, they know through Harry. Granted, Michael did meet some of them, but only by mysterious ways. If he wore a normal guy, they would know hardly anything. As far as we know, nobody bothered to give them any information or contact numbers or anything.

How about when a wizard is married to a vanilla mortal? I am pretty sure it is hard to hide the fact that you are a wizard, and that is if you want to hide something like that in front of your spouse. And it is going to be even more difficult to hide once the offspring starts summoning slime demons in the kitchen or something.
How about both vanilla mortal parents with a gifted kid? Provided the kid doesn't go warlock, what is going to happen? Let's say the parents are less like Charities and accept the potential of their kid and want to support their child. Do they get to talk to the wizards, choose a mentor etc., or are they just told the kid has a mentor and is now going to live in the Ozarks (for example).

Do they know about the white council or Edinburgh? Are they welcome in Edinburgh or is it wizards only? Do they know of the accords?

What is your take on the issue? It is especially interesting, if you play a wizard whose parents are not the usual 6 feet under before the game starts.

28
DFRPG / Supplemental Magic Actions
« on: May 22, 2011, 05:51:52 PM »
When doing something, you can do a supplemental action, which increases the difficulty of the roll. Usually those are simple actions, like running to another zone or something like that.

But could you do a supplemental magic action?

Replacing a simple action with magic is mostly done by thaumaturgy, but sponsored magic allows you to do it at evocations speed, so it would probably work there, if not for evocation.

So how about spells that move you one zone (maybe the same way Harry's potion in SF does) as a supplemental action, instead of running the distance? A communication spell to shout a quiet warning to a friend while fighting off the horde of ghouls. There are a lot of simple things that probably won't require a full spell, because they just replace supplemental actions. Should they be able to be done as a supplemental magical action or should magic always be a full action by itself? Should they cost stress as any other spell does or would they just be a differently flavored supplemental action without additional cost?

Imagine someone exploding into thousands of tiny pieces that dart toward his target, set themselves together again in front of him and then lounge an attack. Would be quite a spectacle. Of course, you would also be able to go through a line of enemies that was supposed to cut you off, because you are not limited in the way you move as a cloud of dust. Maybe require stress taken only, if the supplemental magical action is more than adding flavor and actually creating an advantage.

29
DFRPG / The place of lost things
« on: May 19, 2011, 08:00:48 PM »
My mum used to read "Walt Disneys Lustiges Taschenbuch" (Wikipedia says you should know this as "Donald Duck pocket books") quite religiously, and for a while I read them as well. Now I remember one story which was set in a medieval setting in which quite a few stories took place. The basic idea was, that anything that is lost on earth ends up on the moon.

So there were clutters of stuff everywhere (sorted by person who lost the items), and the big bad guy build an army of metal men of those items. But not only items ended up on the moon, it were emotions, too. The more heroic and selfless the hero would become, the more egoism was lost and send to the moon. Egoism was what the bad guy wanted to infuse his metal soldiers with, so they would become alive.

A funny thing was, when Donald Duck was on the moon and figured out what was happening the (rather huge) bottle filled with his intelligence suddenly emptied halfway. He was able to defeat the metal soldiers by infusing them with (a pretty small bottle) kindness, and they suddenly helped the people up they were beating and lend them their weapons and so on.

From that, I had the idea of a creature that feeds on all "bad" emotions and has a small town hooked up to a large ritual, that drains the citizens of these emotions. He is, of course feeding of their lifeforce and killing them slowly in the process, but the city itself is one of the most lovely places you could find. Kind and friendly people everywhere, no crimes, etc., you get the picture.

What do you think, is this viable? And how would you do something like this?

30
DFRPG / locating cellphones
« on: April 23, 2011, 10:56:11 PM »
Last night I got an idea, that kind of stuck with me.

If you want to locate someone, you need something from him, blood, hair, or his true name to do a spell that would do this. If you don't have any of this, there might still be something you possess, that could help you locate him: his cellphone number.

Or as I want to call it: his cellphones "true name". Well, technically the true name of the little card inside, but that is not the point. The point is, that there is a link between a phone number and a phone, that might transcend the technical and might help you get a connection on the magical side.

Sure, most wizards don't know about cellphones, so they would possibly never try this, but it still might be possible.

Too far fetched? Totally ok? What do you think?

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