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Messages - lankyogre

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31
DFRPG / Re: Arcane St. Louis: Gateway to the Supernatural
« on: September 18, 2010, 08:26:32 PM »
A few questions that I have, or places that I would like some help are:


Should the Albanian protectors be more like the Magi from the Mummy, i.e. essentially mundane mortals with stunts sworn to protect the gate? Or should they be supernaturally gifted, one idea was a group of werebears (black bears)?

Anybody have any suggestions on aspects or themes/threat? Since I'm the only person with the rulebook a lot of the phrasing work and "rules" fell to me and I came up with things the best I could. We all discussed the ideas, but sometimes the "choice" was left up to the one with the rule book.

Should "Dionysus" be a fae that was believed to be a Greek god? Especially since satyrs and centaurs are already established as fae. Or should he be a Sidhe that has since identified with that concept?

Saving room for other questions

32
DFRPG / Re: Arcane St. Louis: Gateway to the Supernatural
« on: September 18, 2010, 08:22:21 PM »
There are four players in the game and we are playing at Feet in the Water

A budding hydromancer that made a deal with a Sidhe to "get" his one true love. Now she is frozen in a block of ice and he is in debt. His uncle taught him about magic and is a "do the right thing stick in the mud"

A changeling that wants to be human but fears the choice. Mother is a Maenad from the Summer Court. She has incite emotion and toughness. Here's a question. The myths and stories about Maenads describe them as not being hurt by flame or weapons of iron. Since typically the catch for fae is cold iron, should I ignore the myth, or give Maenads a different catch? And what catch would it be?

A potion maker herbalist. Teaches herbalism and sells any plants for the supernatural community. Has a familiar of some sort.

A superhero with wings. In over his head, wannabe crime fighter that can summon ectoplasmic wings.


I will update this spot with more on each character at a later point.

33
DFRPG / Re: Arcane St. Louis: Gateway to the Supernatural
« on: September 18, 2010, 08:20:16 PM »
Then we went on to Locations and Faces. We created 9 Locations, and then made a Face for each one. Because the two werewolves are faces for both Locations and the Threat, we have since thought of another one or two Faces it would be nice to have.

Location: The Arch – currently houses a portal to the Nevernever brought to St. Louis in the 90's by Albanian refugees (the real reason for the war in Kosovo).
Face: Bresian Agolli – Leader of the Albanian refugees that protect the Arch gate. Only really cares about keeping the gate safe and unused by mortals. Ignores anything else going on, even if its at Lacledes Landing.
Theme: Albanian refugees will do anything to keep the gate free of mortals
Aspect: Guardians of the Gate

Location: Sugar Creek Winery– home to the Summer Court presence in St. Louis.
Face: Dionysus – High Sidhe of the Summer Court that presides over a small court at Sugar Creek Winery. In some way related to the Greek god Dionysus (whether the god himself or a sidhe grown from part of his court). His “court” is essentially a continuation of the Bachus.
Theme: In some way there is always a party going on at Sugar Creek Winery, and the party participants can get pretty crazy.
Aspect: Where the Wild Things Are

Location: Missouri Botanical Gardens – public gardens where many summer court changelings have found a home and established a clique as changelings and not Fae or Human.
Face: Annabelle – gardener and outcast changeling, wants to be human, but afraid of what the choice will mean. One of the only changelings that is willing to interact with humans at the gardens.
Theme: The Botanical Gardens are filled with meandering paths that wind all across the grounds, providing many hiding spots and means of getting to anywhere.
 Aspect: Just a Stroll in the Park

Location: Union Station – home and hide-out to a gang of Lycanthropes. Ex-mallish, ex-train station.
Face: Alejandro “Lobo” – Leader of the lycanthropes. Wants to clean up North County and remove the werewolves
Threat: Half the stores and locations are closed and empty and not much real business is done. The ex-train station is cavernous, but not well populated.
 Aspect: No One Hears Your Cries

Location: St. Ninian's – Catholic Monastery in St. Louis city. Gothic church and monastery. Includes crypts and passages that may have played a roll in the Underground Railroad.
Face: Brother Hubert – new member of the order that resides at St. Ninian's. Somewhat in the know and tries to help others as much as possible. His superiors constantly contradict him or deny his pleas for help
Theme: Its usually possible to get some form of shelter or assistance from Brother Hubert.
 Aspect: Refuge and Retreat

Location: Uncle Vinny's B&B – abandoned motel and “B&B” that serves as the hang-out for the werewolves in North County.
Face: Brock – Leader of the werewolves. Originally the gang felt left behind by society and gained a little power to take back their home. Since then the Skavis have pushed them into feeling more isolated and therefore more violent.
Theme: Uncle Vinny's was originally built in the '50's in much safer and happier time. Since then it failed and has been left empty and abandoned for the better part of half a century.
 Aspect: Relic of Another Time

Location: Precinct 9 – Also known as the Downtown St. Louis Police Unit, Precinct 9 is the de facto center of the Skavi controlled police department
Face: Nina Skavi – Lieutenant of the St. Louis branch of the Skavi family. Her primary job is keeping the Skavis in power and keeping her patriarch happy.
Threat: The Skavis have been using there presence in the police department to invade corrections facilities, monitor competition, control politicians, and maintain their own power base.
Aspect: To Serve and Despair

Location: Ameristar – Modern and enormous “riverboat” casino on the Missouri River
Face: Leonard “Leo” Articus – White Council Warden assigned to St. Louis. He has been here almost two centuries and grown complacent and disillusioned. He has decided that the enemy you know is better than one you don't, and as long as the White Council doesn't give him orders, he would prefer to gamble and drink.
Theme: The Ameristar provides a continual distraction for many people from their real lives. The casinos are there, and they are always involved in legislature.
Aspect: Fancy Distraction

Location: Fox Theatre – Century old movie theatre remodeled as a performance hall. Home to a spirit that resides in St. Louis and hides in the threshold of the river.
Face: Chadwick Busch – young nephew of the Busch family involved with the restoration of the Fabulous Fox Theatre. Outspoken critic of “modern” musicals and performances. Sometimes host or puppet to the Spirit of the Theatre.
Theme: There is a sleeping spirit that has been drawn to the emotion of the theatre.
Aspect: What Dreams May Come

34
DFRPG / Arcane St. Louis: Gateway to the Supernatural
« on: September 18, 2010, 08:19:12 PM »
My friends and I are starting a DF game and so far we've done two sessions, both character/city creation. (We needed time to think). I'm going to start a thread detailing our experiences and occasionally asking for advice. Hopefully there are those that can gain something useful from descriptions of creation and play, and I can mine more minds for ideas.

First off, we chose St. Louis because we are all from there and it gives a good background for creation. We are expanding St. Louis to include a lot of the Metropolitan area including the wineries and suburbs.

Arcane St. Louis: Gateway tot he Supernatural

Choosing a city was pretty quick. We all know it, we are all from here. Made sense.

Then we went on to talking about Themes and Threats. Our first thought for a theme was the idea that St. Louis is made up of multiple townships and municipalities. There are dozens of different police departments, school districts, fire departments, and city councils throughout the area. We figure supernatural nasties can use this to their advantage, jumping around enough and not drawing too much attention to themselves. I know people who have called 911 and reached the wrong dispatch, just because of where a phone tower is vs actual city/county lines.
For right now we have decided on the aspect: Big City, Little Towns, though that might change a little to be darker.

Second theme was the rivers. We decided that the rivers would be some sort of ley lines, but also act as a giant threshold around the city. The rivers have historically controlled a lot of what made St. Louis important, and we decided that maybe now there are supernaturals using the thresholds of the rivers to hide out. St. Louis would have a higher concentration of supernaturals, but a lot of them just want to lay low, and will try not to do anything that will draw attention to themselves.
Here we settled on Where Two Rivers Meet, but again that may be too generic and/or not dark enough.

Since we already had two themes, we picked a threat for the third. We liked that there are different kinds of werewolves that are functionally so different, so we decided to throw that in St. Louis. St. Louis also has a decent crime rate and lots of areas of the inner city and North St. Louis can be pretty bad and have areas of abandoned buildings. We decided that there is are rival gangs battling in North Country. One gang is lycanthropes and the other is a group of shapechanging werewolves. They have recently really started pushing each other and its threatening to get out of control. This ended up tying into some of our other faces as well as we looked at other things.
As an aspect we talked about Who Let The Dogs Out, representing the werewolves, but also the fact that something else is behind their aggression.


After talking about Themes and Threats we then jumped down to the Balance of Power and Movers and Shakers. Here we just discussed a lot of things that we want to include, and jotted down a few notes.

Supernatural Status Quo
-Skavis in the Police Department
-Summer Court presence in the wineries
-Disinterested local warden that wants to gamble
-And then the werewolves
Mundane Status Quo
-Blues and Jazz presence in the Loop
-Lots of colleges
-Rising unemployment. A lot of big corporations (TWA, McDonald Douglas, Anheiser Busch, auto factories) have "recently" sold out or moved.
-Sports town
-multicultural; Bosnian/Kosovo refugees, areas of French & German settlers, Indian population, African-American population, especially because of the unique position during the civil war, etc
-high crime rate. St. Louis is frequently pretty high on the list of dangerous cities to live in per capita

We decided that the Skavis, Summer Court, and resident Warden are happy with the way things are, as are the corrupt cops and most of the wineries. On the other hand, there are a lot of multicultural activists pushing and pulling things, the werewolf situation is rocking the boat, including relief workers in those areas, and since the Summer Court is strong, the Winter Court has to want to mess that up.


35
DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 17, 2010, 11:58:56 PM »
I think allowing social skills in physical conflicts as maneuvers and blocks, but not attacks is probably the best way to do it. Intimidation just seems like it fits physical conflicts. And Harry is always using his intimidation in combat to piss off bad guys and cause them to make mistakes.

36
DFRPG / Gambling Drunk Warden
« on: September 14, 2010, 03:10:09 AM »
My players and I started City/Character creation last week for St. Louis. We settled on a Warden that has been in StL for awhile and has started to make compromises. Essentially he started out decent, slowly decided that it wasn't worth it to rock the boat, and now he only does anything if its blatant Laws of Magic violations or the Council tells him he has to. We figure many times he decides that devil he knows is better than a new one. Or 2-4 competing factions/evil guys is better than one with free reign. So now he spends his time at the casino boats playing cards and drinking.

I need some help with a few Aspects, but more I need phrases, spells, and maneuvers. This guy already seems to have a lot of flavor, but I want to be able to make that happen at the table. I think it would be fun if he is a little humorous, but not comedic relief, if that makes any sense.

And I've been following the other gambling wizards that also popped up this weekend for skills and some spells. But this guy has to have some stuff that.... .... puts a different twist on it.

37
DFRPG / Re: So... I specced Spider-man today...
« on: September 12, 2010, 06:44:52 PM »
So far I think most of these are a little over the top for Spiderman. Though he has been part of the Avengers, and fought with some of the bigger guys, in and of himself he is fairly low powered. Most of his abilities are at the inhuman level. Frequently he fights mundane people or other very minor bad guys, and so his abilities seem magnified, but inhuman speed and supernatural sense can give enough of a bonus to alertness and athletics that he always seems to go much faster than most of the guys he is fighting. His web shooters were not anything inherent to him, nor are they really something that should come up as an item of power. Most of the time they are a function of an aspect being invoked for a maneuver or description to his attack. Actually, since there are frequently times when he can't afford to make the adhesive for the web shooters it would be more appropriate not to be an item of power.

Somebody like Quicksilver would have mythic speed, but not much else. Wolverine would have mythic recovery and/or toughness and the claws power. Daredevil would have a bunch of stunts and maybe supernatural senses. Even Captain America would fit pretty well at 10-15 refresh.

I think a lot of people want superheroes to be SUPER OMG!!!! KILL YOU ARGH!!!!, but many of the marvel heroes at least, are well within the bounds of the Dresden Files. We have seen Thomas do enough to go toe to toe with any of the Marvel Knights and some of the Avengers. Harry suffers at least as much of a beating as most comic book heroes and comes out on top with nothing more than Wizards Constitution.

I think that Dresden Files might actually model a lot of superheroes better than some superhero games because of the way powers are split up. In DC Heroes or Necessary Evil, for example, something like Luke Cages physical immunity or Wolverines healing are not possible as player character without building up to it.


Now DC comics are a completely different beast and play complete havoc with anything resembling consistency or playable concepts. Superman would have an ability called:
 Yes! (-100) - When under the effects of a yellow sun superman has whatever abilities he wants. When his player asks if he can do something the answer is always "Yes!"
Human guise (+1)
The Catch (+?) Kryptonite: Superman loses his Yes! ability.

38
DFRPG / Re: Block, Counterspell and the like
« on: September 12, 2010, 06:19:16 PM »
One thing that is throwing it off is the +4 on the discipline roll. That will make an extremely nasty attack. A straight block from another spellcaster probably can't reach that unless you let them invoke or tag an aspect or two. In this specific example, the fates really aligned to boost the attacking player. A block and an enchanted item that had armor would probably be the best defense, though the wizard would still need to take a consequence or two depending on their physical stress track.

This does show why Harry doesn't is always hurt or injured and tries to find ways out of straight magical brawls with other casters.

39
DFRPG / Re: Vampire Starvation
« on: September 02, 2010, 11:56:40 AM »
Part of the ceremony in Grave Peril was Bianca becoming a Red Court Noble. This was not only a ceremonial thing, but an actual supernatural event. Before then, Bianca did not have the ability to create other vampires. So, not all Red Court vampires can create baby vampires. I think that to create a new vampire you have to be a noble, keep them alive, and do something special/different when you feed.

In the books, especially Changes
(click to show/hide)

40
DFRPG / Were bear
« on: August 30, 2010, 03:15:10 AM »
I know werebears have come up a few times, but I'm trying something a little different and would like some help, on aspects, skills, and powers. Thanks

Quote
Character: Jorg Player: LankyOgre
Template: Were-Form
High Concept Aspect: Werebear Architect
Trouble Aspect: My Father's Legacy
Aspects: I'm not my Father; Classically Educated; They Do Exist; Protect the Innocent; Keeping the Masquerade

Appearance

ASPECTS
Were-Bear Architect:  (High Concept)
Invoke:
Compel:
My Father's Legacy: (Trouble) Even if I don't want to protect the world, threats still target me.
Invoke:
Compel:

Background
My Leg for My Life: Injured as a child, his leg is still maimed.
Invoke:
Compel:

Rising Conflict
I'm Not My Father: Doesn't want anything to do with his father's save the world" vibe.
Invoke:
Compel:

First Story:
The Story:
Guest Starring:
Aspect:
Invoke:
Compel:

Whose Path Have You Crossed
Guest Starring:
The Story:
Aspect
Invoke:
Compel:

Whose Path Have You Crossed
Guest Starring:
The Story:

Aspect
Invoke:
Compel:

Skills (Human Form)
Superb (+5)  Craftsmanship, Lore
Great (+4)    Alertness, Scholarship
Good (+3)    Presence, Weapons
Fair (+2)      Athletics, Endurance, Rapport
Average (+1) Contacts, Driving, Performance, Resources, Survival

Skills (Bear Form)
Superb (+5)  Fists, Endurance
Great (+4)    Athletics, Alertness
Good (+3)    Survival, Might
Fair (+2)      Craftsmanship, Lore, Scholarship
Average (+1) Conviction, Discipline, Presence, Rapport, Resources

Human Form
Stress         Mild         Moderate      Severe         Extreme
OOO Physical
OO Mental
OOOO Social

Bear Form
Human Form
Stress         Mild         Moderate      Severe         Extreme
OOOOOOOO Physical +1 Extra Mild Consequence
OOO Mental
OOO Social


STUNTS & POWERS
[-1] Beast Change
[-1] Echoes of the Beast
[+1] Human Form
   [-1] Claws
   [-2] Hulking Size
   [-2] Inhuman Speed
   [-2] Inhuman Strength
   [-2] Inhuman Toughness
   [-2] Inhuman Recovery
   [+3] The Catch (Gold)
Total Refresh Adjustment: -9

The idea is borrowing from Snow-white and Rose Red, or the Ungrateful Dwarf, and expanding upon it. Basically an ancestor was cursed by a dwarf when the dwarf stole all of my ancestor's gold. Eventually my ancestor killed the dwarf, and instead of reverting back to human, gained the ability to switch forms. He became a "super-bear" protecting his "kingdom" from supernatural threats against humanity and passing it down to his children. By the time my character gets around, the family holdings amount to a cottage in the woods, and Jorg wants nothing to do with it. He was injured as a child and the injury never fully healed in human form. His bear form is healthy. Jorg just wants to be an architect and builder. The campaign is submerged, but it takes place in the 13th century.

41
DFRPG / Re: Adding "the Veil"
« on: August 29, 2010, 01:00:12 PM »
If you have read the young adult Percy Jackson novels by Rick Riordan, he uses a supernatural quality called the Fog if I remember correctly. Basically it lets ogres, and minotaurs walk around without being spotted as long as they don't draw attention to themselves. Its been a little while since I read them, but if I remember correctly some of the "good guys" could control the Fog enough to make mortals interpret things a certain way.

42
DFRPG / Re: True Name vs. Assumed or Taken Name
« on: August 26, 2010, 11:09:29 PM »
I think this partly depends on if you go with Storm Front, or the rest of the series. I the later books, Harry talks about how you can't get someone's true name except from their own lips. On the other hand, Chauncy keeps trying to get Harry's True Name, Harry reads the demon's true name in Storm Front?, and later he had Carlos cover his ears when saying Toot-toot's name. So it seems like even Jim is a little flip-floppy on the matter.


43
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 03:15:46 PM »
I'm gonna have to say that this is a topic that confuses me. I think one of the accepted realities of Dresdenfiles is the way in which the laws of magic work. For your game you are more than welcome to change whatever you want. You can remove hexing, change the speed of thaumaturgy, make the Red Court all sunshine and puppies. Each one is a move away from the theme of the setting that Jim Butcher set. Not that any of them are wrong, and not that there aren't a lot of people in the Dresdenverse that break the rules all the time.

On the topic of specifically towards PCs, as long as there is open communication, it should be fine. If the character has the intent to break the law (not I know the speed limit is 45, but I'm going to go 60 anyway; but I am going to go as fast as I want). Molly didn't intend to break the law, but she did intend to mess with someones mind. It has also been shown that she still wants to mess with people's minds and finds it an expedient answer. That means it has changed who she is.

44
DFRPG / Re: Wizard careers?
« on: August 22, 2010, 04:55:08 AM »
And when the gun jams at a crucial moment because said wizard is around?

It may be best to continue this conversation elsewhere if it goes to far, but: Harry is around modern firearms a lot and even though he uses older weapons, so far not a single one has jammed because of him. Just about every encounter involving Kincaid after the first has involved a great deal of guns that work fine.

45
DFRPG / Re: Aspect Ideas
« on: August 07, 2010, 02:11:44 PM »
What about if we go with some country?

"Real Good Man" by Tim McGraw

Real Bad Boy, But a Real Good Man
Invoke: Endurance, Athletic Pursuits, Getting into Trouble, Picking Up Ladies
Compel: Getting Into Trouble, Social Situations

"Pray For You" by Jaron and The Long Road to Love

I Pray For You
Invoke: False Face Forward
Compel: Pissing people off, holding grudges

"Honky Tonk Badonkadonk" by Trace Adkins as a trouble
Invoke: Getting guys attention, social actions against men
Compel: Getting guys attention

"Save a Horse, Ride A Cowboy" by Big and Rich
Invoke: Social interactions with woman,
Compel: Social Actions with men, getting in fights, behind the times

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