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Topics - rpmarsh

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DFRPG / Broad Supernatural Sense
« on: April 22, 2011, 06:20:57 PM »
I gave a cursed artifact that granted broad supernatural senses in return for a demonic co-pilot that is slowly taking over a players body. I am looking for a variety of senses to flash through and would appreciate a list of helpful and weird supernatural senses. So far I have: 

Synaesthesia: You can see sounds. (It's like you are in a comic book)
Dark Vision: You can see in total darkness.
Magical Sight: You can see where magic has been preformed.
X-Ray Vision: Perfect for dentists and doctors
Death Sight: You can tell who is dead, dying, or undead.
Forensic Sight: Call me mister microscope!

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DFRPG / Wardens are not the cops
« on: March 18, 2011, 08:16:12 PM »
I have looked around and tried to the best of my knowledge the Wardens and and White council seem to only care about magic users. That being said I am running a game where evil is attacking the homeless and passing victims only to have a player ask a warden to stop it. All I could think of replying was: "Are they part of the Council?"

Is there any instance besides Harry for Wizards to help mortals from the supernatural?

Is the White Council/Wardens protective of humanity as a whole?

Would the Unseelie Accords stop wizards from outright attacking vampires, nickle heads, fey, and other such supernaturals attacking mortals?

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DFRPG / Why Choose More Elements?
« on: October 18, 2010, 09:20:16 PM »
I started my campaign and I have one Wizard in the party. So far he throws around fire smartly enough but the thought occurred to me. What other element could he want with an attack when fire covers 9/10 harmful substances to throw at monsters?

Assuming he chooses refinement when he gets a chance. Why would he want to choose another element?

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