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Messages - whitelaughter

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DFRPG / 7 Aspects, 7 Laws...
« on: September 03, 2021, 06:12:17 AM »
Given each time Law Breaker is taken, an Aspect changes, a wizard who has broken all 7 Laws will *only* have aspects related to his crimes. But what about the other way? Has anyone taken the inverse of the Laws into account when creating a character? Or decided which Aspects would be destroyed by each Law?

DFRPG / supporting villain for your amusement
« on: August 29, 2021, 12:22:28 PM »
Alfred Dawkins
Supernatural advertising Executive

That'll kill you...

Patronising health adverts that make teetotallers turn to drink; inspire teenagers to smoke, or do drugs; drivers to speed. Dieting ads that send you on an eating binge. Alfred makes them all. He sees the future, a future of death, and has long since stopped trying to prevent it - instead, he sees to it that he is well paid to ensure it. The tobacco lobby loves him, and ensures that he is employed where he can do the most harm.
His actions have changed time by killing people, or on a couple of occasions having them turned into undead monstrosities - although he is only the bearer of bad news, the results have been sufficient to warp his soul beyond recognition.
Alfred knows which of the local goons are going to get killed by the PCs, so will ensure that those goons are on stand by to act as bullet shields. He should never be encountered alone.
His Lawbreaker Powers increase his inability to persuade others of the truth of their fates; Alfred deliberately tells the truth to ensure that people will not avoid their fate. He particularly enjoys it when people would have avoided the future but for his 'attempt to persuade' them to take precautions results in them refusing to do what they originally intended. (This is also necessary for him to increase his Lawbreaker Powers. Specifically, Lawbreaker 1 requires that they die because they change their action to refuse his advice; Lawbreaker 5 requires them becoming undead; Lawbreaker 6 requires a change to the city).
Important skills: Great Resources, Fair Intimidate.
Stunts: Infuriate, Teflon Persona
Powers: Cassandra's Tears, Lawbreaker 1, 5 and 6.
Against other NPCs, the -2 from Tears stacks with +3 from Lawbreaker as a -5 penalty on Discipline rolls etc to avoid temptations and continue on their normal, non-self-destructive lives.
Against PCs, Alfred should be throwing multiple compels based on their Troubles and how they will kill the PCs.

DFRPG / Re: DFRPG stats for Ghosts, Spectres and Poltergeists
« on: August 18, 2021, 05:18:02 AM »
How about a ghost that for most purposes, doesn't exist?

Create some aspects for it - and nothing else. The ghost can be compelled, or spend Fate, but does not otherwise interact with the rest of the universe. It remains until someone compels it to 'move on'.

DFRPG / Re: Questions about Beast-Change & skills
« on: August 18, 2021, 05:11:43 AM »
I wouldn't allow someone to get a Human Form rebate on Beast Change.
The Alphas do - check 115 OW.

DFRPG / Re: Please help with 2 spells for my wizard
« on: August 18, 2021, 05:08:54 AM »
Are you planning to only use this for his clothes? Because if so, making them a 0pt Item is the way to go.
Or, Power Option: Spell from p308 of The Paranet Papers, granting Flesh Mask to weave a 'skin' of nifty clothes.
If though he can fix other people's clothes though, you need to plough through the Thaumaturgy rules.

DFRPG / Re: Languages Learned
« on: August 18, 2021, 05:01:45 AM »
Even at school, we were reading Middle English with just a couple of classes. Rather than requiring a slot, I'd just say it takes longer.

DFRPG / Re: [DFA] Focused Practitioners!
« on: August 18, 2021, 04:58:57 AM »
I found that creating an Entropomancer makes an easily understood DFRPG spell caster.

Start with the Mana Static Ability [-1] point.
Add a Refinement for two Focus Slots [-1], both for hexing.

Now the same cost as Channelling, so upgrades to using Hexing against everything, not just tech.
Get upset when the GM has you accidentally Hexing anything

DFRPG / Re: Need help building a spell in DFRPG
« on: August 18, 2021, 04:49:49 AM »
The simplest way to do it is to make it to start with the Power Option: Spell from p308 of The Paranet Papers, granting The Living Dead power; this makes it a 0 point Power, but granting Lawbreaker(5) if you use it.
(Once made Living Dead, healing them should be comparatively easy, by the rules - unlike the books).

DF Spoilers / Re: Anyone else... disappointed? [PT/BG spoilers]
« on: October 28, 2020, 11:00:11 AM »
Wanna feel more disgusted?  Listen to the audiobook and enjoy [severe sarcasm] Marsters interpretation. This is not their best work.
Thanks for the warning, will avoid.
Maybe Spike hated the book as much as we did, and it affected his work? He's normally good value.

DF Spoilers / Re: Anyone else... disappointed? [PT/BG spoilers]
« on: October 18, 2020, 10:29:25 PM »
This book pretty much killed the series for me and serves as an end.
Yeah, this. mostly because of character action causing me to lose interest/respect in them.

- Murph dies, removing her form the series. Annoying, but - becoming a valkyrie undermines both her shown religious beliefs and her refusal to sign on to any of the powers to be healed.

- Dresden threatens One Eye 2nd hand if he mistreats Murph...after failing to avenge her while on the spot. Blow hard.
- Gard fails to call him out on this.
- twerp who murdered Murph justified it by calling her a terrorist, so no doubt will be promoted, not punished, given the mortal decision to call the trashing of Chicago a terrorist attack.
- sword that broke rather than let Murph try and save Harry, is happy to kill Harry rather than let him avenge Murph.
- sword wielders would rather 11 million innocents die that permit the punishment of 1 murderer.

That's *one* plot....

Marcone was interesting because he was the vanilla mortal who could stand equal with supernaturals. Now he's just another coppertop.

Thomas, the schemer, just buckles to blackmail. Not, for example, waltzing in and saying "hey, I'm being blackmailed to murder you, what say you pretend to be murdered and throw me in a cell" or something similar. Justine's now full villain - when the smart thing to do, given she would probably die from child birth, would have Alfred toss her into the same cell as Thomas so that the kid can't kill her. (So finding out about Nemesis *after* already locking Nemesis up).

Molly goes cackling witch.

Ramirez goes whinny teenager.

Ebenezer's response to "Oh, I didn't kill you in a fit of fury?" is indifference.

The most significant character I still care about is Mouse. My biggest question at the end of the book was "where's Mister?" (With the Carpenters, apparently. Who I stopped caring about due to the worthlessness of the entire order).

DF Books / Re: So how is BG?
« on: October 17, 2020, 12:21:56 PM »
I second what sayyadina says. The editing is appalling, and I'd accept a small bet that the editors for the two books were different - there are multiple continuity errors between the two books. Shame, as there are many cool moments that deserve to be in a more carefully polished book. (Book, singular. There's also a lot of waffle that could easily be cut, turning this into a single tight, exciting book).

On the story itself? I'm unimpressed with a lot of the 'development' of various characters. I frankly didn't care whether they won or lost by the end of Battle Ground, I had no attachment to most of the surviving characters.

DFRPG / Re: DFRPG - Power creep and imbalance
« on: October 17, 2020, 12:13:14 PM »
Haven't had a Dresdenverse campaign reach this level, but learned in other systems: niche specialization is more important that raw power. The wizards niche is solidly limited by the laws of magic, so understanding/manipulating/killing people belongs to the rest of the group. Notable that the restriction on transformation limits the usefulness of magic for disguises as well.

At the levels you are playing at, opponents are typically going to be smart and skilled, so should be researching PC weak points. Since the wizards are the most powerful, they will be the ones planned against.

Given the nature of the system, it might make more sense for the players to simply use the wizards as 'guns' and channel efforts through them. The fire spell does most of the damage? Fuel/air mix provided by Resources can enhance it. Social characters cheer the wizard on. Stealthy PCs act as artillery spotters.

I'm guessing you've already thought of most of this, but if there is even one thing I've included that is new, it's been worthwhile.

DFRPG / Re: ideas for a character
« on: October 17, 2020, 01:24:20 AM »
As GM, I'd be inclined to give you titanic armour as a cost of zero!

WTF you go? Think about what it means; your self-image makes you harder to hurt, but damage to that self-image hurts you.
So in game terms, all it would mean is that instead of taking Physical consequences, you would take Mental consequences - and they are harder to heal.
Sure, the armour should also count as armour, but you don't have to pay for kevlar.

DF Spoilers / Re: Mab & Ebenezar
« on: October 17, 2020, 01:16:25 AM »
If wizards only live for ~500 years, and Mab was old at Hastings, no.
Remember the starborn are having to 'hang on' to still be around at ~700.

DF Spoilers / Re: Who really killed ... BG spoilers!!!!
« on: October 17, 2020, 01:14:51 AM »

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