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Messages - Tirs

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76
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 13, 2014, 07:59:41 PM »
I can't write their backgrounds if it will intresting for, but I'm still not sure about some moments.

77
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 13, 2014, 03:30:34 PM »
Thank you. I will think a bit.
P.S. Also, I mean not to stomp Empire88 or ABB, but to have the same respect in Brockton bay criminal society, as The Undersiders. But them also must be considering asmore dangerous and cruel, than Undersiders.

78
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 13, 2014, 11:22:50 AM »
Actually, now I just want to knowif this guys can be powerfull enough to considering as A-list of Brockton Bay gungs? Can they sit on the same table as Kaiser, Coil and others, when they prepared to fight against ABB?

79
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 12, 2014, 11:49:55 PM »
So, what do you think?

80
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 12, 2014, 11:48:17 PM »
The chick (Blaster, Breaker)
Jasper
Main Aspect: Don't-Look-At-My-Tits-I-Have-A-Mind
Problem aspect: Don't know real life
Other aspects: Reachgirl, Loyal, I require my adventuries!
Skills
Alertness: Fair (+2)
Athletics: Fair (+2)
Deceit: Good (+3)
Endurance: Average (+1)
Fists: Average (+1)
Conviction: Good (+3)
Presence: Good (+3)
Resourses: Good (+3)
Discipline: Average (+1)
Empathy: Good (+3)
Scholarship: Fair (+2)
Lore: Average (+1)
Powers
  -Evocation [–3] (her abilities let her to manipulate energy and materials, yep, it's work like this)
Stunts
-Blessed Words: The strength of your faith alone allows you to give others pause. You may use your Conviction skill to perform a block in physical conflict, potentially preventing someone from making a conflict action against you.
-Personal Magnetism: You have a calm confidence that others find appealing. When rolling Presence to establish a “passive” reaction to you (Charisma), make the roll at +2.
-Windfall: You’re occasionally able to tap into more Resources than usual, such as cashing out stocks or receiving a periodic disbursement from a trust fund. Once per adventure, you may spend a fate point to make a single Resources roll at +4.

81
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 12, 2014, 11:22:15 PM »
The lancer (Stranger)
Serpent
Main Aspect: Tough girl with golden heart
Problem aspect: Former Drug User
Other aspects: Tsundere, Street-Smart, Moves Like a Ninja
Skills
Alertness: Good (+3)
Athletics: Good (+3)
Deceit: Fair (+2)
Endurance: Fair (+2)
Fists: Good (+3)
Guns: Average (+1)
Conviction: Fair (+2)
Presence: Fair (+2)
Stealth: Greate (+4)
Weapons: Good (+3)
Powers
-Inhuman Speed [–2]
-Cloak of Shadows [–2] (double bonuses)
-Incite Emotion (lust) [–2]
Stunts
-Blend In: You blend into a crowd easily. If there’s a crowd to hide in, you gain +2 to your Stealth rolls. This is particularly useful when Shadowing someone on foot.
-Stay Close and Keep Quiet!: When sneaking around with a group, you are able to use your
Stealth skill to complement everyone else’s Stealth skill as they roll to stay hidden and quiet, provided they stay nearby and follow your instructions. Failure on either of these points means they lose the benefits. If you have any aspects specific to your ability to sneak around, your companions may invoke those aspects for their benefit as well.
-Swift and Silent: When Skulking, any difficulty increases due to fast movement are reduced by up to two.

82
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 12, 2014, 10:56:51 PM »
The smart guy (Tinker)
Hammersmith
Main Aspect: Ambitious scientist
Problem aspect: Diffident
Other aspects: I hate bullies, No more nerd, Changed man
Skills
Schoolarship:Great (+4)
Lore: Fair (+2)
Fists: Fair(+2)
Weaponry: Average (+1)
Guns: Good (+3)
Discipline: Fair (+2)
Might: Fair (+2)
Endurance: Good(+3)
Conviction: Average (+1)
Discipline: Fair (+2)
Powers
-Item of power [–3] (hi-tech armor, implanted in the body)
Armor (supernatural), speed, strenth (inhuman), fly, flying drones (3 at the same time, their efficiency more or less equal to average gunfighter), different bugs and scanners.
Stunts
-No pain, no gain
-Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.

83
DFRPG / Re: Supervillains/vidgelante team for Worm
« on: October 12, 2014, 10:26:32 PM »
The big guy (Brute, Shaper, maybe Mover)
The Wendigo
Main Aspect: Loyal
Problem aspect: There's only one Big wolf in Brockton Bay! (Hookwolf is personal arc nemesis)
Other aspects: I was born for fight, Problem child, I like city life
Skills
Alertness: Good (+3)
Athletics: Good (+3)
Fists: Good (+3)
Endurance: Great (+4)
Intimidation: Good (+3)
Schoolarship: Average (+1)
Survival: Fair (+2)
Lore: Average (+1)
Deceit: Average (+1)
Might: Good (+3)
Weaponry: Average (+1)
Powers
-Echoes of the Beast [–1] (wolf)
-Beast change [–1]
-Inhuman everything [-8]
Human form affecting:
-Supernatural everything [-16]
-Claws [-1]
-Hulking Size [–2]
Stunts
-Good Arm: Thrown weapons normally have a range of only one zone. With this stunt that range extends to two zones.
-Juggler: Throwing deadly items around is just par for the course for you. Catching them is, too. Even bare-handed, you may use your Weapons skill to defend against a thrown attack, allowing you to catch the item if you succeed on the
defense. In addition, you may use your Weapons skill instead of Performance in order to entertain an audience with your juggling.

84
DFRPG / Supervillains/vidgelante team for Worm
« on: October 12, 2014, 09:54:09 PM »
I finished the concept of team, but still not sure about stats of some members. What do you think?

Title: The Pack
Numerous: 5 active members
Activity: racketeering, extortion, blackmail. Also they "taxing" of others gungs, who want to work within their territory
The banch of young capes, who considering themselves as "Robin Hoods" (in their territory, nobody can sell drugs and guns teens and involve them in prostitution, their victims - unscrupulous businessmen, part of the money they spend on charity).

Members-list

The leader, bad-ass normal (of DC Red Hood-level, as I see his stats)
The Flayer
Main Aspect: Surrogat father of his team
Problem aspect: Nouble monster
Other aspects: I'm the less evil!, Street-Smart, Coldblooded
Skills
Fists: Superb (+5)
Athletics: Superb (+5)
Alertness: Great (+4)
Weapons: Great (+4)
Guns: Great (+4)
Stealth: Great (+4)
Scholarship: Great (+4)
Investigation: Good (+3)
Contacts: Good (+3)
Driving: Good (+3)
Might: Good (+3)
Intimidation: Good (+3)
Might: Good (+3)
Survival: Good (+3)
Burglary: Fair (+2)
Craftsmanship: Average (+1)
Deceit: Fair (+2)
Discipline: Great (+4)
Endurance: Great (+4)
Intimidation: Good (+3)
Stunts
-Acrobat: Gain +1 on Athletics when using it to survive a fall. Also, gain +1 to attempts to dodge ranged attacks (throwing and guns), so long as you describe it colorfully.
-Fleet of Foot: When sprinting (page 212), gain a +2 to Athletics.
-Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action (page 213); if you’re in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
-Scene of the Crime (Investigation):  Gains +1 to his roll and arrives at his findings one step faster than usual on the time table when investigating a crime scene.
-Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
-Killer Blow: Add 3 to the damage of a Fists attack on a successful hit, once per scene, for a fate point. This stacks with any other damageincreasing stunts for Fists.
-Leadership: When you talk, people listen. When using Presence to command a group, gain +1 on the effort. Further, your efforts to coordinate a group are efficient, moving one time increment (page 315) faster than normal.

85
DFRPG / Canim statting
« on: October 11, 2014, 10:06:07 PM »
 It's so obviously, but...
How basic canim (maker) template should seem?
My version:
Echo of the beast [-1]
Pack instinct [-1]
Claws [-1]
Hulking size [-2]
Feeding affecting (meat) [+1]
Inhuman everething [-8]

86
DFRPG / Re: Bad-ass normal supervillain for Worm (statting)
« on: October 08, 2014, 08:14:37 PM »
Grazie mille :)

87
DFRPG / Bad-ass normal supervillain for Worm (statting)
« on: October 08, 2014, 09:03:17 AM »
So, I read Worm (web-novel) and I understand, how gret this setting can be for RPG. If i use Fate-system, which stuts must have young villain-boss with the following traits?
Traits:
-IQ 200+
-Physical peack of human
-Strategic genius
-Natural leader
-High-level fighter (firearms, fists, mellee)
-Talented investigator
Aspects:
 -High aspect: I'm the less evil!
 -Problem aspect: Nouble monster (must be kind and honest with friends, must be extremly cruel with enemies)
 -Other aspects: Big bad wolf, Surrogate father for his gang, Anarchist
P.S. Nickname of villain - Flayer.

88
DFRPG / Please statting the Edward Elric
« on: September 29, 2014, 02:48:33 PM »
What do u thing about his stats (without Philosopher stone)?

89
DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 12, 2014, 11:35:09 AM »
Like: It's simple, flexible and narrative.
Dislike: Too primitive, sometimes awkward, undetailed.
As for me, the best system for urban-fantasy - Storytelling System versiin 2.0 (new World of Darkness Blood-and-Smoke).

90
DFRPG / Re: Big bad wolf
« on: September 09, 2014, 04:49:08 PM »
And also, what you think about Fenris? I mean, in DF-verse there is Odin, so, why can't be Fenris? For example, now he is dream in the depth of Nevernever, but he still alive (oh, hello Mr. Lovecraft) and send lesser wolf spirits which are the basis for created werewolf.

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