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Messages - blues.soldier

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16
DFRPG / Re: Did I build my BBEG correctly?
« on: September 05, 2010, 04:45:35 PM »
Good call on the skill ranks. I missed that. Thanks.

17
DFRPG / Quick Lawbreaker Question
« on: September 05, 2010, 02:21:50 PM »
No, this isn't another "does my carefully engineered powergamer loophole to do nasty things with magic escape the metaphysical laws of the universe?" kind of question.

YS p.182 says "Gain a +1 bonus to any spellcasting roll whenever using magic in a way which would break the specified Law of Magic." Would you as a GM let that apply to the Power/Complexity roll as well as the Control roll, or just one of the two? I can see arguments both ways, so I'm putting it up here for the more expert types.

18
DFRPG / Re: Did I build my BBEG correctly?
« on: September 05, 2010, 02:09:24 PM »
Well like I said earlier, he's a Darth Sidious/Emperor kind of character-- very much my inspiration here. That's why he's so heavily front-loaded with mental and social skills, because a great deal of his power comes from influence and status, not raw blasting power. When the Final Confrontation comes, it won't be just him, it will be him and his version of Darth Vader, too.

The Nightmare Court is a smaller and far nastier group of faeries, on par power-wise with the Erlking and his Wild Hunt. To use Dresden terminology, the Nightmare King made a deal with one of the major Outsiders for power in order to bring his Court to the level of Summer and Winter, twisting and dementing his entire Court along with him. That's the reason the Nightmare King is sponsoring Gwydion-- the more fear and havoc he can create in the natural realm, the easier it is for Nightmare creatures to cross the border (like the weakening of the Nevernever in DF). And the more creatures that cross the border, the more powerful the Nightmare Court gets. Very nasty fae with a focus on mind magic, fear spells, and illusion. It's just another kind of Sponsored Magic.

So my additions based on the suggestions herein are as follows:

Lawbreaker (First) [-2]
Lawbreaker (Third) [-2]
Lawbreaker (Fourth) [-2]
Refinement x2 [-2]
Domination [-2]
Mind Over Matter (use Discipline for Melee or Dodging] [-2]
Item of Power-- Varathorn, the Blade of Broken Dreams [-2]
---Unholy Insight (as Guide My Hand) [-1]
---Supernatural Toughness [-4]
---The Catch [+2] (holy stuff--OR-- non-Nightmare faerie magic)

That's an additional -14 Refresh, taking Mr. Ambrosius to -29 Refresh, on par in some ways with Cowl and Nicodemus (I'm a firm believer that the writeups for the higher-power baddies are severely underpowered). That's exactly what I'm looking for.

Using the Refinement entirely for Enchanted Items, basing off of Harry's Duster, we get:

Mithril Arm (5 slots)
A complement to his mithril chain gauntlet, Gwydion wears a blackened mithril plate armor on his left arm, inscribed with runes of protection and warding in the language of the fae. This item does not provide any armor in game terms; instead it conjures a flickering, magical disc of force that the wielder uses in the same fashion as a material shield. This, combined with the Mind Over Matter stunt and his Toughness, make for pretty good defenses.
6-shift Spirit Block, 5/session

Ring of Pain (3 slots)
Not actually a ring, this heavy steel bracelet hangs upon Gwydion's right wrist, covered in ancient pictograms depicting the wearer's foes writhing and screaming in agony.
4/session, may add +3 to the damage of a single physical attack. This item does NOT have the ability to spend mental stress for additional uses. Instead, the wearer must pay a fate point.


This stuff gives me a whole lot of ideas for new scenarios and hooks. As more about this guy is revealed, specific instances will let the party in on his abilities and the like. Domination means I can drop in Renfields regularly. I am thinking he's not going to start the game with the Sword; that will be a chance for the PCs to "power him down" if they can foil his minions from retrieving it... and then keep it away from him. Likewise, I really like the idea of his pact eating him from the inside out-- much like The Emperor. He has the Mithril Arm and the sword as ways of keeping his glory days close to him, before his brother betrayed him and twisted his body with flame. And, now that I think about it, the wizard who did the burning might still be around-- once Gwydion finds this out he'll be on a warpath for sure to get revenge. Which is another place the PCs can step in.


19
DFRPG / Did I build my BBEG correctly?
« on: September 04, 2010, 05:58:55 PM »
I'm running a Dresden-inspired fantasy game, using the same crunch as the DFRPG. I'm working on the stat bits for the game, and I've been staring at the page in front of me for so long the math is getting all jumbly. So I'm going to post this guy up and let anybody who cares to nitpick him to death. Note that this guy is NOT a starting character; he is, in effect, my Darth Sidious/The Emperor and is in one way or another the originator of a lot of the evil the players will be facing.

Also, he works off of a nine-point elemental system: earth, fire, air, water, metal, wood, spirit, necrotic and radiant

Gwydion Ambrosius (aka Caladrius, leader of the Chantry)
played by Sir Patrick Stewart
HC: Heir to the Throne Nightmare Warlock
Other Aspects: Plans Within Plans; False Religious Zealot; Pact with the Nightmare King; Fear is the Greatest Weapon; Traded My Soul For Power;
Extreme Consequence Aspect: Horrific Burn Scars

Skills
+5: Conviction, Discipline, Lore
+4: Deceit, Intimidate, Academics (Scholarship)
+3: Resources, Presence, Contacts
+2: Rapport, Empathy, Alertness
+1: Craft, Stealth, Investigation

Stress Track (base 3 stress, not DFRPG 2)
Physical: 000
Mental: 00000 +1 Mild consequence
Social: 00000 +1 Mild consequence


Powers [Total Refresh  -15]
Thaumaturgy (+1 Summoning Complexity)[-3]
Evocation (fire, spirit, necrotic) [-3]
The Sight, Soulgaze, Wizard's Constitution [-1]
Sponsored Magic: The Nightmare Court [-2]
Refinement x6 [-6]

Specializations
Necrotic Control +1
Necrotic Power +1

Spirit Control +1
Nightmare Power +2
Nightmare Control +1

Divination Complexity +1
Divination Power +1
Summoning Complexity +1
Summoning Power +1


Focus Items
Black Chainmail Gauntlet (+2 necrotic control, +1 necrotic power) [3 slots]
Tome of the Nightmare Fae (+1 Divination Complexity+Power, +1 Summoning Complexity +Power) [4 slots]

Spellcasting
Fire: Power 5, Control 5
Spirit: Power 5, Control 6
Necrotic: Power 7, Control 8
Nightmare: Power 7, Control 6
Summoning: Complexity 7, Control 7
Divination: Complexity 7, Control 7

Rotes (all rotes require focus items)
Arshiul
Spirit Maneuver
Power 5, Control (targeting) 6
Instant
Defend: Might
Effect: Target takes the "Knocked Sprawling" aspect and is thrown 1 zone per additional shift

Lamh an Bais
Necrotic Attack
Power 7, Control (targeting) 8
Instant
Defend: Athletics
Effect: Claw of sickly yellow-green energy slashes at the target's life force

Eagla Mhor
Nightmare Maneuver
Power 7, Control 6
Defend: Conviction or Discipline
Effect: The energies of the Nightmare Fae assault the target's mind, wrapping them in a miasma of fear. Target takes the "terrified" aspect, 1 additional exchange of duration over target's defense

Fiseanna Tromuli
Nightmare Maneuver
Power 7, Control 6
Defend: Conviction or Discipline
Effect: Horrific visions of terror, violence and destruction attack the target. Target takes "Visions of Terror" aspect, 1 additional exchange of duration over target's defense.

Gadai Chumhact
Nightmare Block (Conviction)
Power 7, Control 6
Defend: Conviction
Magical energy assaults the target's willpower, sapping their resolve and sense of self. Target has difficulty 6 for all Conviction tests for 2 exchanges.

Background: Gwydion Ambrosius was destined to rule. Born in 941 (current year 993) to King Julius I and his wife Siobhan, sister to the High chief of Cambria, Gwydion is the scion of two powerful royal families. He was trained as a statesman and warrior for most of his youth, preparing his head for the heavy crown. But it was not to be. His younger brother Claudius attacked him while on a hunting trip, the court wizard ambushing Gwydion and burning him horrifically with magical flames. Left for dead and in agonizing pain, Gwydion's mind rages and screamed for vengeance--and was answered.

A mighty and twisted archfey named Shandoresh, and calling himself the Nightmare King, responded to the dying Gwydion. In exchange for his service and soul upon his death, the Nightmare King saved the young man from death and took Gwydion to his realm in Faerie. There Shandoresh taught the bitter, scarred man the ways of magic that harnessed the powers of fear, corruption and destruction to his will. The King also taught Gwydion how to manipulate others to do his bidding and the ways of politics, machination and subterfuge.

When Gwydion returned to the natural world,  he realized he had been played as thoroughly as he had been taught to play others. Time runs strangely in the Nightmare Realm, and almost 50 years had passed while Gwydion had studied for only 10. His betrayer had borne children of his own and perished, splitting the kingdom that should have been Gwydion's into three constantly infighting princedoms. Gwydion knows in his heart that he is the true and rightful heir to the throne of Albion and the squabbling children of his vile brother are not going to stop him from claiming what is his by law.

But Gwydion knew he needed a plan; simply declaring his heritage, especially when he appears to be only a man of 36 winters, is folly and will result in nothing but his death. Thus, he has built a network of intelligence and contacts all across Brittanis, and is setting the stage for all three kingdoms to be brought to their knees. Then Gwydion will step in and declare himself and his heritage and unify all the lands that should have been his by right under his own iron fist.

Gwydion started his master plan by forming a religious sect known as the Chantry. Based around the tenets of the Church of Light, Gwydion manipulated his followers into a small army focused on putting spellcasters of all kinds either under Gwydion's control or in the ground. The magics taught him by the Nightmare King make him exceptionally good at brainwashing and inspiring fear; it was a short step in taking the Chantry from guarding against evil magic to striking out against all spellcasters except those "educated" by the Chantry.



 

20
DFRPG / Re: Entrigan
« on: August 31, 2010, 11:50:39 PM »
Plot Armor really sounds like it would only be useful in a game with a dickhead GM. Other than that, concessions are the way to go.

21
DFRPG / Re: Spellcasting aboard a ship?
« on: August 31, 2010, 04:32:14 AM »
Considering that the phenomena we're talking about here is metaphysical (and fictional), the fact that there are apparent inconsistencies isn't really surprising. Rather like physicists seeing something in the universe but not knowing *how* it works, and wanting to know why.

The definitive scenes as far as I'm concerned are the Aquarium and when Harry is imprisoned by Nicodemus on the boat. In both instances, when the water is MOVING, it's described as a problem. The metaphysical properties of moving, flowing water is what affect magical energies and washes them away. In a sense, the molecules of water attach and carry the "particles" of magic and they flow away. In both of those scenes and several others Harry ends up soaked to the bone with water, but it doesn't affect his spellcasting except peripherally because he's usually freezing his @$$ off at the time, too. But basically, as I see it, when the water stops *moving* it stops being a detriment to magicky types.

Of course, YMMV.

22
DFRPG / Re: Spell-Blocker Item of Power
« on: August 29, 2010, 10:43:10 PM »
Potions can be truly epically powerful, depending on who makes them and how many Item Slots they choose to devote to those potions. I'm sure there are some really broken builds revolving around alchemists here on the boards somewhere, and the concept works for an in-game concept as well; the idea of a bookish, frail alchemist in his tower doing nothing but brewing potions of amazing power is pretty much a staple of the genre.

23
I'm sure that if the first sets sell reasonably well, the selection for the next batch will go up dramatically. I could see White Council-themed, Asian Element-themed, undead-themed, cop-themed... the list could go on and on. But they won't if the initial offering doesn't sell. We should get the word out on this as far and wide as possible.

24
DFRPG / Re: Emissary of Lady Luck
« on: August 29, 2010, 10:30:54 PM »
Also, the Sponsored Magic fate point debt system works especially well thematically with Lady Luck; after all, if you roll the dice enough times, eventually they come up snake eyes.

Also, LL could easily compel the character to get involved with people who "fix the odds" in their favor in any number of ways: politicians who rig elections, lawyers or crime bosses who rig juries or judges who do the same, gambling houses who fix the slots or cards, or roulette wheel. She might compel him to assist those who rely on her good graces regularly: extreme sports folks, thieves and rogues of any stripe, even the down-and-out who need LL to look their way *just once*... all those are great scenario opportunities.

25
DFRPG / Re: Item of Power: Fragarach
« on: August 29, 2010, 10:11:37 PM »
This has no bearing whatsoe'er on the topic, but I really thought this was going to be a comic item when I opened the thread. Sounds very much like "Fraggle Rock" when said out loud.

26
DFRPG / Re: Soulfire Sponsor Agenda
« on: August 20, 2010, 02:57:16 AM »
I think this debate showcases one of the best things about Butcher's source material as well as the awesome job the Evil Hat guys have done in representing the game world. Simply put: we don't know the answer to this question. It's not "free will or good vs. evil" the truth is somewhere in the middle-- a middle ground each group and/or GM will find for themselves. It really depends on what kind of stories you want to tell, and most especially what kinds of baddies you want to put your PCs up against.

If you want to focus on the redemption angle, pit your group against Denarians, those possessed by demons/ghosts/etc, or even a warlock not so completely gone that they can't choose redemption (Molly Carpenter, anybody?). This is a much more "shades of grey" choice. If you'll notice, all of these baddie types have some kind of interface with mortal humans.

If you want to focus on good vs evil, go with vampires (all four types, depending on how they're portrayed), ghouls, non-Denarian Demons, Outsiders and dragons. All of these are far more "black-and-white" morality, because they don't have as much to do with mortal humans (except as food, in most cases).

Basically, I think the game can support both kinds of stories about the Creator (as the source material tends to name Him), even both kinds of story woven between each other for a more full-spectrum kind of experience. I just believe that the PC isn't the only thing to look at in terms of how the character plays-- just like in real life, it's the actions people take in relation to their environment that define them best.

Just my opinion, and trying to take some of the theory in the earlier debate and make the rubber meet the road.

27
DFRPG / Re: The Power of SCIENCE
« on: August 09, 2010, 01:17:25 PM »
I wouldn't make the character *immune* to accidental hexing, but giving him an aspect like "Exceptional Focus" would be good to help him master the situations where emotion-hexing could occur. Depending on GM, an aspect like "Weak Murphyonic Field" that the PC could use for Declarations would be good too. I think the concept of hexing is too iconic for the Dresdenverse to remove entirely, but having a character who was better at controlling it than others could be a good PC hook.

On the other side of that, I'd also make sure I compel the ever lovin crap outta that PC if they ever try to deliberately hex something or use hexing to their advantage in some way. Gotta keep it balanced.

28
DFRPG / Re: movie inspirations for DFRPG
« on: August 04, 2010, 04:07:01 AM »
I would recommend "30 Days of Night" as a very cool and creepy movie. The mostly-real feel to the movie gives it a lot greater fear quotient than recent vampire movies which won't be named for fear of invoking their sparkly-ness.

29
DFRPG / Re: Spell-Blocker Item of Power
« on: August 04, 2010, 01:50:52 AM »
You could easily build an entire campaign around an item like this-- all the factions that want to get ahold of it and what they want to do when they get it.

30
DFRPG / Re: Recovery Powers and Taking Consequences for Rituals
« on: August 02, 2010, 08:23:52 PM »
I think this is the kind of weapon I'd put in a badguy's hands, but be VERY careful about it getting into a PC's. And even for a villain, the +100 shifts is more than excessive.

Now, a storyline about stopping a warlock who uses blood to power his spells from becoming physically immortal... that's a good story.

I'm normally a "what the PCs can do, so can the NPCs", but I think the game-breaking nature of it puts it in the category of osmething that should be used to scare the PCs, not used BY the PCs.

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