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Messages - John Galt

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121
Dolphins really shouldn't have average scholarship.  The idea that they are as smart as humans or even close is an old wives tale.  They aren't.  They're barely as smart as dogs and harder to train.  In fact, the smartest dolphin I've ever seen was half killer whale, and I'm still more impressed when I interact with my Uncle's yellow lab (I paid $400 so my little brother and I could swim and interact with dolphins at Sea Life Park).  Most PC characters don't even have average scholarship, and you're claiming every dolphin does.  That's beyond a little silly.

122
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 12:12:30 PM »
Mental: 0000
Physical: 000
Social: 000

123
DFRPG / Re: Sponsored Magic - just for confirmation's sake...
« on: June 02, 2010, 06:01:23 PM »
Knights are 100% mortal.  They are specifically granted power To do the Queens' dirty work.   Wardens are not stupid enough to attack a Fae Knight and incur a Faerie Queen's wrath.  Sponsored magic operates outside wc law when the sponsor is a member of the accords and is powerful enough to challenge the council itself.  If you think you can kill with magic sponsored by a lesser dragon, you'll probably be tasting Warden steel by breakfast.

124
DFRPG / Re: Powers to get sponsored by
« on: June 01, 2010, 06:28:08 PM »
I like the bard idea it sounds cool  :)

Thanks.  I spent a little more time fleshing him out if anyone's interested...

High Concept: High Bard of the Autumn Court
Trouble Aspect: The Lament of Autumn
Other Aspects: In High Demand of the Fae, Air of the High Sidhe, Don't Stop the Music

Powers:
[-2] Channeling- Earth/Entropy
[-2] Ritual- Necromancy
[-2] Glamours
[-2] Inhuman Toughness
[+3] The Catch: Cold Iron
[-1] Marked by Power

Stunts:
  • Performance can be used instead of Discipline for magical control


Skills:
Superb: Performance
Great: Deceit, Lore
Good: Rapport, Conviction, Alertness
Fair: Athletics, Weapons, Presence
Average: Stealth, Empathy, Endurance

Focus Items:
Clarinet (+1 Offensive Power, +1 Defensive Power)-Earth Evocation
Drum (+2 Complexity)-Necromancy

Items:
Leather/Kevlar Armor- Armor 1 against weapons/guns
Rapier- Weapon 2
Concealed Knives (4)- Weapon 1

Stress:
Physical: 00000 (0)
Social: 000
Mental: 0000







125
DFRPG / Re: Character Creation Help
« on: June 01, 2010, 05:25:35 PM »
I'll go with option 3, so can you help me with that please, I dont really trust myself enough to try developing a custom class by myself.

Well first figure out if you want to be entirely reliant on your preparation or if you'd like a little balance on the off chance your GM exploits your obvious weakness (which any good GM will do).  Also what you want your Golem to be able to do.  If he's simply a lab assistant and body guard that is animated by your magic alone, I'd put him at a -2 refresh.  If he is a force to be reckoned with, and can hold his own in a fight without your constant supervision, I'd put him at -3 or higher, depending on what powers you give him. 

Your decisions can also depend on your group.  If your character is constantly surrounded by at least a couple of teammates that can get him out of a tight spot then he can be as specialized as you want him to be.  So I'd do something like:

[-2] Golem Item of Power
[-3] Thaumaturgy
[-2] Refinement

If your character may need to get himself out of a tight spot, you may want to make him a little more well rounded, in which case I'd suggest either

[-3] Golem Item of Power (as more of a spirit protector)
[-3] Thaumaturgy
[-1] Refinement

or

[-2] Golem Item of Power
[-3] Thaumaturgy
[-2] Channeling- Earth

126
DFRPG / Re: Character Creation Help
« on: June 01, 2010, 04:40:03 PM »
Sorcerers are a lot less costly then wizards so I could do it at one of them. Still I need a set up for stats and such any ideas?

No they aren't.  Wizard's are a minimum -7 refresh.  Sorcerers are a minimum of -6.

You have three choices.

1. Stat a focused practitioner with a -2 item of power called Golem
2. Drop the idea of Golem altogether and stat a Wizard or a Sorcerer
3. Create a custom class

I would recommend 3.  Just remember that you aren't a Wizard of the White Council anymore.  If you can't meet the requirements they won't have you.  If you go with number three, your powers would be:

[-3] Thaumaturgy
[-2]/[-3] Golem
optional: [-2] Channeling

Your skills could look something like this:

Great: Lore, Discipline
Good: Craftsmanship, Endurance
Fair: Conviction, Guns, Alertness
Average: Scholarship, Athletics, Presence, Resources, Empathy


127
DFRPG / Re: Character Creation Help
« on: June 01, 2010, 04:07:30 PM »
Has to be focused practitioner.  Golem is going to have to cost refresh probably as an item of power, so unless you move him up to fully submerged he can't be a wizard.

128
DFRPG / Re: Statting a REAL shield
« on: May 31, 2010, 04:31:30 PM »
I'd stack it as armor 2 and roll athletics vs. Alertness for " getting it up" in time.   Needs a stunt too. 

129
DFRPG / Re: Powers to get sponsored by
« on: May 30, 2010, 07:19:47 PM »
I really want to make a Bard of the Autumn Court- half high sidhe changeling that is tasked with safe keeping the remaining power and lore of the conquered autumn court.  Sponsored necromancy and entropy magic.  Focus items a drum and flute.  Performance replaces discipline for control.

130
DFRPG / Re: Focused Practitioner / Channeling vs. Ritual
« on: May 27, 2010, 08:13:17 PM »
Whether it's geomancer or botanimancer is entirely aesthetic, really.   First off, you'll still be a channeller of Earth magics, and second you're making the same exact rolls and getting the same exact effects whether you only use roots to trip up your opponents or electromagnetic fields.

Personally, if I were GMing, and someone came up withs something as creative as Harry does in WN, I'd run with it.  It's ultimately up to the GM.  The game is really loose and is meant to be highly customizable while still allowing for rigid enough rules for them to be fairly objective.

131
The Operative

Template: Pure Mortal

High Concept: Council Operative

Trouble Aspect: You Cannot Make Me Angry

Stunts: On My Toes, Too Fast to Hit, Ears to the Ground, Calm Blue Ocean, Hit a Nerve, Redirected Force, The Weight of Reputation

Skills
Superb: Discipline
Great: Fists, Alertness
Good: Presence, Resources, Endurance
Fair: Contacts, Conviction, Deceit, Weapons
Average: Investigation, Athletics, Might, Rapport, Scholarship

Aspects: Open Palm Technique, I am a Monster, We're Building a Better World, What Do You Think You're Going to Accomplish Here?

132
Inara Serra

Template: Pure Mortal

High Concept: Renegade Companion

Trouble Aspect: Companion in Love

Skills
Superb: Performance
Great: Deceit, Rapport
Good: Empathy, Alertness, Presence
Fair: Contacts, Weapons, Discipline, Athletics
Average: Driving, Resources, Conviction, Stealth, Scholarship

Stunts: I know just the guy, Takes one to know one, Make up artist, The Social Graces, Impersonator, Pointed Performance, Sex Appeal

Aspects: Former Head of the Companion Class, Firefly Crew, I Go By Ambassador, She's Good; I'm Better

133
I think your revised edition is much better and much closer to how Mal would actually be statted in a Dresdenverse.  I'd stat out Inara if I had the PDF's.  Instead I'll just try to add helpful criticisms based on my knowledge of Firefly.  I'll offer some preemptive suggestions though for statting out Inara.

134
I'm raising about three eyebrows at Mal's low Presence, Conviction, and Intimidation.

They've only ever dealt with horses once or twice in the show so I question the necessity of the Animal Handler stunt. Generally it seems like Mal does so-so when he gets in an actual fist fight, so I'd bump that down. So I'd swap Footwork (Fists) for something else, perhaps a similar stunt except for Guns.

I'd vote for "I aim to Misbehave" to be an aspect, one of his more famous/most used quotes.

I'd also argue for giving him some Drive along with the Pilot Stunt, he's not as good as Wash but he's Serenity's secondary pilot. I'd also give him a couple Guns stunts, at the very least a Guns version of Killer Blow (several times he's just went bam and solved a problem).

I agree with most of this.  I'd also switch "a man with honor in a den of thieves" with "I have a way, is that better than a plan?"  The latter gives you more options and says the same thing.

Mal's conviction should be really high and his stunts should be mostly gunslinging stunts.  He's proven to be one hell of a shot if he's angry or motivated enough. 

I disagree that he's not great in a fist fight.  He's shown to be exceptional.  He just isn't very intelligent about it.  He doesn't lose fistfights, he just comes out of them more busted up than he could have been.  Once again, just like his gunslinging, he's proven to be an extremely able hand to hand combatant when properly motivated.

135
I've actually been thinking about how Shepard Book and the Operative would make great True Believers in the Dresdenverse.  I wish I had the PDF's because I'd love to create both of them.  In fact, if I ever play the game my first character choice would essentially be a younger version of Shepard Book.

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