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Messages - Trum4n1208

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1
DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 07:41:37 PM »
That's a pretty reasonable stunt...moving skill trappings around is pretty par for the course. Would he let you take it in reverse (can fight HTH based on Weapons training)? Otherwise, pick "Sword" and another weapon and take that Fists stunt that lets you use a couple Weapons with it.

The Catch of Fire is +3 because, as you said, there's a +1 rebate for needing to research it, and most people consider Fire to be +2 availability since it's easy to make. Don't have a weaponized fire? Yes you do; borrow a lighter and some hairspray for instant flamethrower.

Yeah, the group is setup to where people can either run an ongoing game, or do one shots. The group creator flipped out over the stunt (an earlier version of the character had a similar stunt) and said "that's way too powerful."

Granted, I'm not sure how the Vegas GM would treat it, he seems much more reasonable.

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DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 06:44:33 PM »
Shaft, great suggestions! Like the aspects, I like the stat up, though unfortunately I don't think my DM will let me use the stunt. I'll check though. Mind if I ask why Catch Fire is a +3?

PirateJack, I like the idea of that, Beowulf wielding a Sword of the Cross, butsame deal, I don't think I'd get away with that. I was going to play off Naegling breaking as a literary embellishment. The way I figure, Beowulf used that Sword for 50 years after he leaves Hrothgar, surely it wouldn't have broken out of nowhere. Also, it's readily apparent that whoever wrote the poem down changed a lot of it. The Christian elements are certainly added later (clumsily done, in my opinion) so that lends a bit of strength to the "they embellished the story later" argument.

3
DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 03:36:33 PM »
Right now, not really. His closest friend is his business partner and co-mentor (with Hegg's Father), a badass/ancient Werebear named Sauli, who has known members of his family for a long time. Tends to get a long with other "fighting types," people who appreciate a good fight. His father is still alive but is not present. He's an only child.

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DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 04:49:36 AM »
Really quick, inhuman recovery is still a -2 power, you just add the catch value when calculating refresh.

Totally right, my bad. Not sure how that happened.

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DFRPG / Scion of Beowulf - any recommendations?
« on: October 23, 2015, 04:37:09 AM »
Hey all,

Joining a group on Roll20 where we'll be using the Vegas setting from Paranet Papers. I decided to play as a descendent of Beowulf who now works as a mercenary/supernatural muscle who was forced to go to Vegas as a vacation (he works too hard) and ends up embroiled in whatever is going on. I need some help coming up with the rest of my aspects, and a little bit of work with my Item of Power. We're doing six refresh, 20 skill points, skill cap of great. Any recommendations/suggestions would be much appreciated.

The character as he currently is:

Johan Hegg
High Concept:  Descended From the Great Geat
Other Aspects:
Trouble: Chronic Hero Syndrome
My Blade is a part of me
Standing Against the Onslaught
Skills:
Great: Weapons
Good: Might, Endurance
Fair: Athletics, Lore, Conviction
Average: Presence, Rapport, Guns, Alertness
Refresh: 6
Powers:
Item of Power: Naegling [+2]
- Inhuman Speed [-2]
-
Inhuman Strength [-2]
Inhuman Recovery [-2]
- The Catch: Fire (Fire weakened Beowulf in the story, but not everyone would know Johan is his descendent, hence the +1) [+1]

6
DFRPG / Re: Request A Character
« on: October 08, 2015, 12:46:39 AM »
Fair enough, thank you. How does one handle 'signature' weapons, so to speak (Harry's .44, Murph's P90?) For this guy, I envisioned the .45 and a large caliber lever gun if he actually had the time to prepare for a fight. Would that just be an aspect?

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DFRPG / Re: Request A Character
« on: October 07, 2015, 03:53:55 PM »
Howdy. Need a character for a Las Vegas setting, Paranet Papers. We're doing a lower refresh game, feet in the Water: 6 Refresh, 20 Skill Points, Skill Cap at Great. 
 
Name: Dan Hollander
Basically, I'm envisioning either a vanilla mortal, or maybe a minor talent who is kind of like a modern Old-West type of guy, thinner and wiry, wears cowboy boots, a light leather fringed jacket, has a .45 Colt on his hip (Colt M1917, my personal favorite revolver from the 20th century). Has had some experience with the super natural world. Maybe works as an investigator, and not at all a bad guy. If this were traditional D&D, he'd be Chaotic Good.

I can make the guy, but I'm a little press for time, so I figured if you could help me come up with something, and I can tweak it as need be.

Thanks a ton!

8
DFRPG / Re: My Birmingham, AL DFRPG
« on: March 11, 2015, 05:33:03 PM »
I've read a bit of this, and I just have to say, your game sounds fantastic! Good luck, and I hope it continues to do well. I might have to bounce a few ideas off you for my New Orleans game.

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DFRPG / Re: What do your wizards do for a living?
« on: March 08, 2015, 04:34:55 AM »
My current Sorcerer (has the ability to be a Wizard, but purposefully avoid contact with the White Council, and lives in a "Neutral" City where they have no power anyway) runs a book shop with a werewolf buddy. Within the Supernatural Community, he's a "Hero for hire" kind of type on the side.

10
DFRPG / Re: Stating Manannan Mac Lir
« on: March 05, 2015, 04:50:29 AM »
Not gonna bother with a new set of Aspects. I decided to make him positive-Refresh at the Snorkelling level, because he seems like a fun player character type to me.

If I wanted to push him into negatives I'd add Aquatic, some physical building blocks, and some stunts to round out his mundane skills.

Skills:
Superb: Weapons, Lore
Great: Deceit, Intimidation, Rapport
Good: Conviction, Discipline, Endurance
Fair: Athletics, Presence, Fists
Average: Alertness, Empathy, Might
Stunts:
Secrets of the Sea (Lore): Use Lore to pilot Scuabtuinne and his sea chariot.
Powers:
Wizard's Constitution [-0]
Undying [-0]
Marked By Power [-1]
Ghost Speaker [-1]
Worldwalker [-2]
Thaumaturgy [-3]
Refinement [-3]
Item of Power (Fragarach) [+2]
  Really Sharp (It's weapon 5.) [-1]
  Cut Shields (Ignores mundane worn armour.) [-1]
  The Answerer (When holding it to someone's throat, +2 Intimidation for interrogation and blocking actions.) [-1]
  Ritual (Aeromancy) [-0]
Magic:
Thaumaturgy: +1 isle of man control, +2 crafting complexity, +1 crafting frequency
Enchanted Items (2 uses/session): Invisibility cloak (7-shift veil), cup (7-shift Empathy lie detection roll), coat (7-shift block against attack), breastplate (armour 4), 5 potion slots (strength 7)
Total Refresh Cost:
-12
Refresh Total:
1

Love it, and I'm absolutely going to use it. Thanks!

11
DFRPG / Re: Stating Manannan Mac Lir
« on: February 26, 2015, 06:25:07 AM »
>I don't want to venture into plot device territory

Okay, I'd stat him up like this:

Manannán mac Lir
High Concept: Irish Sea Dog... er God
Trouble: A true friend to the Fomor stabs them in the front!
Background: Going with the flow to the Nevernever
Rising Conflict: Concealed by his Cloak of Mist
Other Aspects: Message in a bottle, Taking Arms against a Sea of Troubles, A flood of magical items

Powers:
[-1] Aquatic
[-3] Evocation +1 Control w/ Water, 2 focus items, elements are air, water & spirit
[-3] Thaumaturgy, +1 w/ Crafting, 2 focus items
[-4] Refinement, +1 Control w/ Air, +1 Control w/ Spirit, extra +1 Control w/ Water (+2 total), +2 Focus Items
[-1] The Sight 
[-6] Mythic Recovery
[-6] Mythic Toughness (from Items: flaming helmet & Magic Breastplate, but these are worth nothing since his sword below has the Item of Power bonus; optionally if he is not wearing these, lower the rating to Supernatural)
[+3] The Catch, Cold Iron
[-2] Supernatural Strength
[-1] Ghost Speaker
[-1] Marked by Power
[ 0] Human Guise
[-4] Greater Glamours
[-1] Bless This House
[-2] Righteousness
[-1] Demesne, the Isle of Mann
[+2] Item of Power: unbreakable sword, Fragarach ("The Answerer")
affects
  • [-1] Weapon 2 (Weapon 4 with his Inhuman Strength, Weapon 5 w/ True Aim below)
  • [-1] True Aim +1
  • [-1] Supernatural Sense (detect lies)
  • [ 0] Channeling (Air) (in another wielder's hands who doesn't have Evocation, this would grant the ability and cost an additional -2 Refresh)

Stunts:
Tower of Faith (armor 1 vs mental and social if he can pray)
Sailor (+1 w/ Boats, +2 w/ Scuabtuinne aka "Wave Sweeper")
Prankster (+2 Deceit when telling riddles or performing pranks)
Nothing to Sneeze At- I'm still a God! (+2 to Intimidation when resisting The Brush Off from a Mortal)
Leadership
Riposte

Skills:
Legendary (+8): Drive (Boats +9, Scuabtuinne aka "Wave Sweeper" +10), Resources
Epic (+7): Conviction, Lore, Presence* (+8 to Command)
Fantastic (+6): Contacts, Deceit* (+8 w/ riddles & pranks), Discipline, Rapport*, Stealth, Weapons
Superb (+5): Alertness, Craftsmanship, Empathy*, Endurance, Fists, Intimidation*
Great (+4): Athletics, Burglary, Guns, Investigation, Might (+5 Grab, +8 Lift), Performance, Scholarship, Survival

*+1 from Marked by Power when dealing with Magical Community
Focus Items:
Scuabtuinne ("Wave Sweeper"): +1 Control & Power with Water spells (worth 2 items)

Enchanted Items:
Sea borne chariot: +3 bonus to Driving, usable 5x
Cloak of Invisibility: +5 bonus to Stealth, usable 3x
Cauldron of Regeneration: +7 to Scholarship (Healing) Rolls
Magic goblet of truth: +5 Empathy to Detect Lies (usable 3x, worth 2 items)
A protective coat, usable by another; +5 Block vs Attacks (usable 3x, worth 2 items)
Potions: 2 slots for potions worth +7, one time each


Stress:
Physical OOOO[OOOOOO] 1 extra Mild Physical, armor 3
Mental OOOO 2 extra Mild Mental , armor 1
Social OOOO 2 extra Mild Social, armor 1

Refresh Cost: -40

My friend, you are simply fantastic, thank you kindly. This is an NPC I'm excited about. I'm going to slowly tease his identity over several sessions and have some fun with it. Again, thanks!

sdfds68, thank you for that tidbit. I'll need to look into Irish myth a bit more, it sounds interesting.

12
DFRPG / Re: Stating Manannan Mac Lir
« on: February 25, 2015, 05:03:40 AM »
Manannán mac Lir
High Concept: Irish Sea Dog... er God

Other Aspects:
Going with the flow to the Nevernever,
Concealed by his Cloak of Mist,
Message in a bottle,
Taking Arms against a Sea of Troubles, 
A friend to the Fomor 
A flood of magical items

Skills and Powers
This is a plot device character.

Assume that he presents challenges of Superb or better to social conflict; in mental, magical, or physical
conflict, most mortals outside of Senior Council wizards don’t stand a chance.

Total Refresh Cost: incalculable.

Would you be willing to laborite on what you're thinking for the aspects? That was the biggest issue I had with coming up with him as a character, and I like the name of yours, for sure.

Eh. Even if I didn't dislike the idea of "plot device characters" in general (all characters are plot devices, stats are necessary to act within the game rules, and many of the characters labelled that way are eminently beat-able) I wouldn't see any reason to assume that he's so strong.

Is it just because they use the word "god" to refer to him?

How much is "nothing to sneeze at"?

As a person who probably only has about 4 Refresh, I wouldn't sneeze at any supernatural being.

I agree, I don't want to venture into plot device territory- after all, if he was really that powerful, he'd be a bigger player in our town. I'll mess around with powers and stunts in a bit, but I figure I'll base him off of an emissary of power, give him Supernatural recovery, Inhuman Toughness (catch: Cold Iron, as from what I've read, in Irish Myth, the children of their gods are the Fae, so they'd probably share the same weakness, but not to the same degree (ie. they can touch and use metal, but getting stabbed wouldn't be good for them)), Inhuman Strength, and a few other powers that seem to fit.

I just want to make him an enjoyable character, kind of like how Odin is with Harry. Someone who won't always b able to mount up and fight with them, but who is in the party's corner.

Btw, appreciate the help everyone!

13
DFRPG / Re: Stating Manannan Mac Lir
« on: February 25, 2015, 12:42:48 AM »
I don't know much about him, but going by what it says on Wikipedia...he seems to have a lot of magical gear, so maybe some kind of crafting thaumaturgy would be appropriate. And it says he's affiliated with the veil between worlds, so maybe Worldwalker?

Aspects are stats. And people like Lea frequently need more stats than just Aspects. For example, it's important to know that Lea has Unseelie Magic and not Soulfire. And if a player tries to trick her, it's important to know how good she is at spotting lies.

That raises an interesting question, though. How strong do you intend this guy to be? Wikipedia's not very specific about power level, but I'd say he probably needs at least 8 Refresh of Powers and Stunts.

I'm thinking powerful, but killable. Since Irish gods aren't as well remembered as Odin is, he doesn't quite have the same amount of power. But nothing to sneeze at.

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DFRPG / Stating Manannan Mac Lir
« on: February 24, 2015, 10:46:52 PM »
Howdy all,

For our session, I thought it'd be fun to have the Irish god of the sea essentially in retirement/hiding in plain site as a fisherman in New Orleans, and a friend of the party. How would one stat him as a character though? Assets, powers, etc?

Cheers,
Trum4n

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DFRPG / Re: What to do with a newbie Ectomancer?
« on: February 12, 2015, 07:55:20 PM »
Thank you kindly, you're a gentleman and a scholar.

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