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Topics - Belial666

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1
DFRPG / Fixing Recovery powers.
« on: June 26, 2014, 03:14:15 AM »
I've always seen Recovery as really weak compared to the other physical powers. For example, Inhuman Recovery allows you to get rid of 2 stress worth of consequence, once per scene, for a supplemental action. Inhuman Toughness effectively reduces stress by 1 from every attack and gives you 2 extra stress boxes that could hold a 5 and 6 stress hit AND it takes no action to use. Inhuman Speed increases your chance to dodge attacks by 30% at least, and gives you an equally better chance to do Athletics maneuvers, and makes you faster, and gives you combat mobility without penalties, and gives you a stealth bonus. The differences become more pronounced at higher levels of ability. Thus, I decided to make a rewrite of the Recovery powers;

[-2] Inhuman Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Fast Recovery: once per exchange you may heal 1 physical stress, emptying your first stress box or moving a higher-level filled stress mark one step to the left. Alternatively, once per 2 exchanges you may heal a mild physical consequence.
Improved Endurance: you recover faster than normal. You may miss a few days of sleep without negative effects, and higher-level consequences recover as if they were one step less severe.

[-4] Supernatural Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Rapid Recovery: once per exchange you may heal 2 physical stress, emptying your first or second stress box or moving a higher-level filled stress mark two steps to the left. Alternatively, once per exchange you may heal a mild physical consequence.
Supernatural Endurance: you recover much faster than normal. You may miss a couple weeks of sleep without negative effects, and higher-level consequences recover as if they were two steps less severe.

[-6] Mythic Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Extreme Recovery: once per exchange you may heal 3 physical stress, emptying your first, second or third stress box or moving a higher-level filled stress mark three steps to the left. Alternatively, once per exchange you may heal two mild physical consequences.
Extreme Endurance: you recover at fantastic speeds. You never get tired or exhausted, and all consequences except extreme recover by the beginning of the next scene.

[-8] Legendary Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Instantaneous Recovery: you recover from any physical stress immediately after each blow. Unless a blow deals consequences or takes you out, don't bother noting it down.
Boundless Endurance: you never get tired or exhausted, not even from hostile or magical effects that would force you to be so. At the end of each exchange, you may recover from a physical consequence other than extreme. At the end of each scene, you may recover from an extreme physical consequence, including death. The only way you can be stopped is total bodily destruction (merely tearing you to pieces won't cut it) or exposure to lasting damage or force (such as being impaled or crushed by falling boulders and the source of harm not removed for a prolonged time)

2
DFRPG / Evocation blocks and power.
« on: June 07, 2014, 09:53:22 AM »
I am not sure if this has come up before in the years I was away. Still, it is something that always seemed odd to me in the RPG mechanics vs flavor;

1) Blocks are skill-based; you roll your relevant skill to defend against an enemy's attack roll. Doesn't matter if the enemy is a vanilla human with a knife or Elder Gruff with his car-sized sword; the power of the attack is irrelevant, only the skill matters. This is not entirely unsupported by reality - a heavier weapon/attacker might be slower for a given skill while a human-sized superstrong opponent isn't any heavier and doesn't have any better leverage.

BUT:

2) Evocation blocks are power-based. You don't roll anything; the block equals the spell's power. However, they still defend against attack rolls, not power. How is that justified? Harry with his shield would, according to the DFRPG, find it equally hard to defend against a .22 peashooter, a .45 magnum, a .50 Browning machinegun, or the 120mm gun of a main battle tank. Ditto for other attacks; an unarmed human would be just as hard to block as Elder Gruff with his car-sized sword in DFRPG terms. And that is against flavor, at least for the kind of force-based defense Harry uses (Elaine and her hyperawareness are another matter entirely).



Should magical blocks be based of weapon rating rather than attack skill instead?

3
DFRPG / Lawbreaker proxy?
« on: June 05, 2014, 08:26:48 PM »
If someone makes a magic item like Harry's force rings and then gives it to someone else and then that someone else uses it to kill, what happens lawbreaker-wise? Or, if someone brews a potion or potionlike item with questionable effects and then gives it to someone else, and that someone else uses it for Lawbreaking, what happens?


Basically, if you make some magic but someone else uses it for Lawbreaking, do you get the Lawbreaking or they? What if a mortal without innate magic or a nonhuman monster (that can't get Lawbreaker) uses your magic items like that, what happens?

4
DFRPG / Changes to the RPG to reflect later books?
« on: November 29, 2012, 10:17:03 PM »
There are lots of new things that could be introduced into the game even with the relatively small number of novels we've seen since it came out. Things I'd like to see in a new rulebook as an expansion include;


1) Some info on global supernatural politics/threats and how to organize game backgrounds beyond city-level.
2) Statting people and beings that were glossed over as "heavyweights" in the first two books.
3) Providing example templates for more high-power, high-stakes games like "Fae Lord" or "Senior Wizard".
4) Examine magic/ritual use in the macro scale - the rules and limitations for performing the big stuff such as conjunctions and the like, or how more powerful wizards often perform a lot more than 4 spells per combat, manage to counter enemy magic, or sense magic from afar.
5) An expansion on the locations of the Nevernever and games focused on them rather than the physical world.


Basically, just as Your Story and Our World covers the supernatural world in mostly street-level and the game focuses a lot in investigation and the masquerade and the gritty detective novel feel, an expansion that would address the "high fantasy", high power gameplay possible in the Dresdenverse.

5
DFRPG / Magitech???
« on: April 26, 2012, 06:58:45 PM »
Wizards can do a lot of things with their magic. Why can't they replicate technology with it? I.e. want cold/hot water? Bind a fire/ice elemental to your water supply or put a spell on the pipes to keep them hot or cold. Want to have an alarm or household security? Wards, animated dogs and the like are good. So why not extend this?

TV/Radio: build a golem/other construct similar to the stone guardians Ancient Mai is doing. Instead of the supernatural sense to detect evil intent/black magic, give them the supernatural sense to hear radio waves. And instead of supernatural strength and toughness, give them the ability to project visual and auditory illusions corresponding to the signals they hear. Presto, you got television/radio.

Cellphones: Take a big rock and carve out a few thousand tablets out of the same rock. Carve a different code/number on each tablet. When a wizard wants to contact another wizard, they use the tablets; since they are pieces of the same rock, they got a sympathetic link. And since they got unique numbers, a wizard that knows the number can cast a very simple communication spell on his own tablet and by focusing on said specific number contact a specific wizard.

Vehicles: Simplest way is to create a golem that looks like a car. A strong wizard could make zombie dinosaurs in a couple of hours. A carlike golem shouldn't be impossible to make if they spend an hour casting each day for a month. What middle-class guy wouldn't dream of a car that needs no gas, costs no money and only needs 30 man-hours to make from scratch?
For air vehicles, a propeller airplane that instead of engines and fuel uses summoned creatures on petals (or animated petals!0 for purely physical propulsion. A jumbo jet for example devotes 100+ tons to fuel alone. That's the equivalent weight to 1000-2000 zombies or equivalent summons. What kind of horsepower can 2000 inhumanly strong zombies provide? Imagine selling such a plane that doesn't need any fuel to a modern aviation company.

Nuclear weapons: fusion weapons are acheived by exposing tritium (and potentially deuterium or even hydrogen) to enough raw heat so it gets to fusion temperatures. This is usually done by exploding a small fission bomb very close to the tritium supply but can also be done by shooting a mass of fusion fuel with lasers (i.e. in an inertial containment fusion device). So, how about 100+ wizards all making a boom potion each and putting said potions around a supply of fusion fuel, trigerred to go off all at once? All that is needed is providing enough energy to acheive fusion.

6
DFRPG / Tony Stark writeup
« on: February 17, 2012, 10:21:00 AM »
NAME: Tony Stark
HIGH CONCEPT: Scientist in Power Armor
TROUBLE: Pride Goes Before Everything
ASPECTS:
Billionnaire Businessman;
Weapons Expert;
Too Smart For My Own Good;

SKILLS:
+6 Weapons, Technology*
+5 Contacts, Resources
+4 Presence, Craftmanship
+3 Endurance, Conviction,
+2 Driving, Athletics, Survival
+1 Discipline, Rapport, Empathy
*replaces Lore for supertech


STRESS: P: OOOO(OOOO) (armor 4)/  M: OOO S: OOOO
CONSEQUENCES: Mild, Moderate, Severe, Extreme

STUNTS:
Billionnaire: +2 to resources rolls if you take 1 time increment longer than normal for a transaction (to arrange/liquidate external assets)
POWERS:
Supertech Engineer: as per ritual crafting, use "technology" skill instead of Lore.
Supertech Refinement 7x
Iron-Man Armor [-3]
It is what it is: extremely heavy palladium alloy armor. Armor 4
One-time-Discount
Feeding Dependency: Radioactive Fuel
Inhuman Strength
Supernatural Toughness (catch: spiritual attacks)
Ion Thrusters: can fly as per flight, by taking -2 to dodge due to lowered maneuverability, it can keep up with aircraft.

LAB AND DEVICES:
Advanced tech workshop - +5 frequency, +5 power focus for crafting.
Supertech weaponry - power 11, frequency 6 attack gadgets (as per enchanted items) totaling 7 slots
Supertech shields - power 11, frequency 6 defense gadgets totaling 4 slots
Gadgeteer Inventions - power 11, frequency 6 onetime inventions (as per potions) totaling 5 slots


REFRESH/FATE POINTS: submerged+4 / 1
[/quote]

7
DFRPG / The Hecate Strait Freehold
« on: July 11, 2011, 12:13:12 AM »
Hecate Strait is a wide but shallow strait between the Queen Charlotte Islands (Haida Gwaii) and the mainland of British Columbia, Canada. It merges with Queen Charlotte Sound to the south and Dixon Entrance to the north. About 87 miles (140 km) wide at its southern end, Hecate Strait narrows in the north to about 30 miles (48 km). It is about 160 miles (260 km) in length. It was named by Captain George Henry Richards in 1861 after his surveying vessel, the HMS Hecate.
Geographically-speaking, it is very shallow, and prone to storms and violent weather. It and its surrounding areas, such as the Queen Charlotte Islands to the west and the British Columbia coastline to the east, are of the most rainy, most cloudy and least sunny places in the world. Combining all three of those factors, they are actually the darkest area in all of America, averaging a bit over 3 hours of sunshine per day and their longest night is about a month in duration.
Metaphysically-speaking, the entire area is lousy in both weather-related and necromancy-related ley lines -not all of them natural- forming a nexus of dark energy on the island of Moresby that goes as far back as the last Ice Age and the creation of the Hecate Strait itself. And the leylines have been growing steadily darker ever since, especially in the last two hundred years. The Queen Charlotte Islands as well as the coastal regions of the mainland are a major hot spot of spiritual activity, with more ghosts, wraiths and other dark spirits than any other place in Canada, rivaled in their thinness of the Veil between reality and the Nevernever in North America only by the city of Chicago and its surrounding areas.



Today, the Hecate Strait is an accorded Freehold and save haven for things that go bump in the night. The Freehold has existed for the better part of two centuries and how it came to be is a rather bloody tale. Populated by the Haida people as far back as anyone can remember, it was surveyed by the HMS Hecate in the 1860s. It had a prosperous native community with a population of over 10.000 and significant resources. Unfortunately, it also was one of the last bastions of Red Court expansionism in North America. The Red Court control of the continent had taken a huge blow over the past three centuries; along with the colonists from Europe had come major powers of the Old World that violently opposed to their practices as they expanded their own power in the New World; the White Council of Wizardry, the Seelie and Unseelie Sidhe and the Black Court of Vampires. The last of those powers had recently suffered a major setback in Europe at the time, seeing their dominance of the Old World destroyed along with the vast majority of their weakest, stupidest and more visible members. That renewed the Black Court expansion and immigration attempts to the New World, though far less than in the heyday of the "Black Death"; after all, the number of immigrating vampires were far fewer.
Unknown to most of the crew of the HMS Hecate and other survey vessels of the time, Black Court nobles were transported overseas and arrived in newly surveyed areas, including the mainland of British Columbia. Threatened by the new arrivals, the Red Court outposts in the area decided to wage war rather than flee. Within a few years, over 90% of the native population had been killed, supposedly due to smallpox and other diseases. What had really happened was that they were used to fuel the Red Court offensives even as the Black Court sought more recruits for their own armies. Within four decades, only 350 Haida people remained - but the Black Court had finally won, despite significant losses.

Amelia Este, a Black Court ancient and seer, foresaw the expansion of the White Council's powerbase in North America, soon to be followed by the Sidhe and the White Court. Realizing no Black Court presence could survive following the same practices that had destroyed the court in the Old World, she went about selling her services to both Winter and the seedier members of the White Council against both the retreating Red Court and any native supernatural opposition even as the war in British Columbia raged. Amassing favors in the supernatural  side of the American Civil War with her uncanny ability to back the winners in any conflict, and being one of the most civilized and progressive Black Court nobles left, she managed to declare herself a Freeholding Lady of the Barony of Hecate in 1866.
Moving in Moresby Island after the final retreat of the Red Court, she used the area's climate, its natural inclinations, and quite a bit of powerful magic to make the area considerably more Black-Court friendly while at the same time helping protect the remains of the native community. Whether they were deceived or Lady Este actually helped them, what remained of the native supernatural community actually viewed her as a liberator and protector. Native prosperity actually fitting with her plans of a large number of quality blood donors, shifting the already dark and cloudy weather more to her liking through magic and slowly but steadily winning over (or magically binding) the native dark spirits made for a safe -if very scary- barony.




Supernatural points of interest;

The Moresby Nexus: a nexus of dark energy leylines coursing through the island of that name, and one of the two anchor points for the major spell that significantly enhances darkness and cloud cover in the entire Freehold over the past two centuries. While a portion of the nexus' power feeds the spell, most of it is still usable by sufficiently practiced spellcasters, especially necromancers, ectomancers and entropomancers.
Castle Este: something of a misnomer, this is primarily a victorian mansion rather than a castle and the residence of the Baroness. It is private property in both mortal and supernatural laws and was built a few miles west of Sandspit, the only human community of any size in the island of Moresby. Rumors abound about powerful wards, spirit guardians and extensive dungeons beneath the mansion but none have been confirmed so far - not that the Baroness allows many visitors.
Skidegate cemetery: a cemetery only supernaturals can see or remember, this is a place of power in Graham island and where the Red Court made blood sacrifice of the natives to their nobles. An open, windswept plain without any trees or other growth beyond grass and lichen, it is perpetually covered by a soft mist that coalesces into very active wraiths and spirits at night that roam the area and attack hapless bystanders. If one can survive the wraiths, it is a place that contact with the dead and ghosts is much easier than normal and divinations and memory related magic - especially into the past - are more powerful than usual.
The Prince Rupert Nexus: a nexus of elemental energy leylines coursing through and around the city of the same name in the British Columbia coast. It is the second of two anchor points for the major spell that significantly enhances darkness and cloud cover in the entire Freehold over the past two centuries, and the reason the city of the same name has the most cloud cover and least sunlight of any other city in North and South America, perhaps the world. It is a haven for minor talents with elementalism-related abilities.


Supernatural Dangers:

Darkstorms: the spell that enhances the Freehold's cloud cover and diminishes the effects of whatever sunlight there is is not entirely stable; no spell of that magnitude could be even if the Red Court sacrificed over 4000 people to start it and the Black Court tapped two leylines for three decades to complete it. The spell's instability manifest as Darkstorms, waves of dark magic that are accompanied by a fierce rainstorm and total darkness. In a Darkstorm, all natural sources of light are snuffed out by seemingly natural causes; the sun is hidden by total cloud cover if it happens during the day, fires are very easily snuffed out by high winds and rainfall, electric lights suffer power outages and even the wind seeks to blow carried lanterns off their bearers' hands and smash them against hard surfaces. Every exchange, every light source is affected by a "delumination" maneuver at Great difficulty until it is snuffed out. People carrying light sources are affected by a "blown aside by the wind" maneuver followed by a "disarmed" maneuver that takes away such light sources, again at Great difficulty. Seeing anything beyond your zone faces a Great difficulty for perception, which increases by 1 per zone of distance; creatures with "cloak of shadows" or similar ability to see through darkness are unaffected. Apart from this enforced darkness and the storm's natural dangers, all supernatural creatures suffer a necromantic environmental hazard of superb strength every minute. Unliving creatures are unaffected but living supernaturals must roll Endurance and take physical stress if they fail. A Darkstorm typically lasts a couple of hours and comes and goes without warning, manifesting and fading extremely -though nor unnaturally- fast for a weather phenomenon. There is a Darkstorm covering a radius of at least two dozen miles once per day in the Freehold. Luckily, most of them happen over the water, not land.
Wraith Attacks: Nearly ten thousand natives died to "diseases" during the first few decades in the two islands alone. In reality, they were sacrificed to fuel the war efforts between vampires, mostly by the Red Court. The twisted remnants of people whose life-force was ripped from them to fuel dark magic still endures as countless wraiths and tormented ghosts all over the Hecate Strait. Wraits and ghosts rarely manifest fully under normal circumstances, especially in large numbers. But due to the supernatural battles fought with necromancy and blood sorcery in the late 18th and early 19th centuries, the Veil in the area is very thin, resulting in Wraiths being able to manifest a lot more easily, and the lack of sunlight allows them to remain for considerably longer periods. They rarely attack the locals - the Baroness is rather testy about their breaking her own laws and she has the power to enforce them - but more than one tourist or visiting supernatural has vanished without trace.
Barony Vampires: The lesser vampires of the Freehold are exclusively Black Court; other vampire courts are forbidden from entering. Barony vampires are recruited from mortals that have proven their competence and intelligence and the first thing they are all taught about their supernatural powers after feeding is enough necromancy to manipulate their own bodies to preserve themselves, heal and pass as human. Though very few in number, they have this significant advantage over most Black Court and many seek further training in sorcery. While there are strict laws in place about feeding, the most improtant of them is "don't get caught". Of the disappearances attributed to wraiths and natural dangers, a good 30% is actually due to vampires with a sweet tooth for tourists.

8
DFRPG / Hunter of Artemis [template+characters]
« on: July 06, 2011, 12:19:02 PM »
Hunter of Artemis
Artemis, daughter of Leto and Zeus and the twin of Apollo, is the deity of the hunt, the wilderness and the primal forces of life in the Olympian Pantheon. A recluse with the standards of most other Olympians, she defends nature against the invariably destructive influence of intelligent beings and champions women wherever they are oppressed or exploited by men. Given that civilization needs both nature and women in order to survive, Artemis' function in the Pantheon is far more important than most people may think. In this day and age with both environmentalism and feminism having grown with leaps and bounds, Artemis has found her divine portofolio -and thus her powers- stronger than ever. Just as in old times, the goddess calls to those women both willing and able to give their life for a worthy cause and grants them powers so they can act; To defend the wilds. To protect animals from extinction. To champion women who cannot defend themselves. To hunt and kill those guilty of such crimes. And to slay unnatural predators that threaten the balance.




Musts: A Hunter of Artemis must have a High Concept that refers to her service to the Greek Goddess. Part and parcel of this High Concept is an oath against romantic entanglement with men and the prerequisite of being a female human.
The Hunter of Artemis must also take the Moonbow Item of Power (defined below), which is considered to be the mark of the pact between her and the Goddess Artemis and, as such, requires no aspect other than the High Concept to refer to it.

All hunters of Artemis share the following base powers;

[-2] Inhuman Speed
[-1] Inhuman Toughness, improved to supernatural once a Hunter has at least
      7 points total in Hunter powers. The Catch is knives soaked in animal blood.
[+0] Inhuman Constitution
[-1] Moonbow (Item of Power)
* It Is What It Is: a powerful longbow, Weapon:3. Lifting Strength 3 to draw. Stess bonus from strength powers applies as per all muscle-powered weapons.
* One-Time Discount
* Indestructible
* Divine Purpose: The moonbow is meant to kill, and to defend nature. It cannot be used against animals and if you intend to spare your enemies, true aim doesn't apply.
* True Aim
* Hephaestus-Forged Weaponry: +2 Weapon Rating
* Arrows of Moonlight: Ignores the first 2 points of armor

Options: Each individual Hunter has unique skills and powers best suited to a Hunter's three major tasks; hunting down the enemies of the Sisterhood, standing sentinel over the wilds, and slaying abominations against Nature with their arrows of moonlight. A novice Hunter will have 2 refresh worth of powers from the following list and more experienced hunters have more - and eventually develop their own techniques (stunts) or may gain unique blessings from the goddess. Note that a novice that is otherwise eligible as a Hunter but doesn't have the strength for her moonbow defaults to Inhuman Strength.
[-1] Cloak of Shadows
[-1] Lethal Weapon (for Bows)
[-1] Archery Champion (+1 attack with Bows)
[-1] Echoes of the Beast: Hawk or Wolf (telescopic vision/+1 visual senses for eagle, tracking trapping with alertness/+1 hearing senses for wolf)
[-1] Divine Archery  range of bows increased to match best man-portable modern weaponry
[-2] Inhuman Strength
[-2] Supernatural Speed (as upgrade)
[-2] Supernatural Strength (as upgrade)
[-2] Plague Arrows  arrows fired are venomous (as per power of that name)

Important Skills: Bows and Athletics are the Hunter's primary skills. A hunter must be able to hit what she aims at with the best of them and run down any target. Depending on the Hunter's focus, other skills vary. A Hunter focused on tracking and running down prey will have survival and/or Alertness with Echoes of the Wolf. A Hunter that focuses on being an unseen sentinel or assassin will have high stealth, and a hunter who focuses on slaying one's enemies has endurance and other defensive skills. While the Moonbow requires significant strength to wield, most Hunters develop Inhuman Strength early in their career. Only the rare novice that has both trained up her strength and was interested in a more skill-oriented approach as a mortal eschews it.


The Curse of Artemis:
Once made through the goddesse's blessing, a Hunter is for life - and that life is everlasting. So long as they uphold their oaths and defend the wilds, hunters may either follow the goddess as part of her Sisterhood or act independently. Some of them though eventually betray their oaths for whatever reason. Since the making of a Hunter is for life and cannot be revoked, Artemis and her followers punish errant hunters in two ways. First, any fallen hunter is fair game for their hunting groups and their end is invariably unpleasant and permanent should they be caught. Secondly, falling comes with a powerful curse; fallen hunters are no longer naturally unaging - they must kill once per seven years for the express reason of maintaining their youth - and half their powers (rounded down) are tied to drinking the blood of their victims. The curse may seem harsh but follows Artemis' ruthless ways; fallen hunters have an added physical weakness, are emotionally punished for breaking their oaths, and are now prone to leaving behind clues that faithful Hunters can follow.

Minimum Refresh Cost: -6






Hunter of Artemis (novice)

High Concept: Hunter Goddess Fangirl  Trouble: Vow of Chastity
Aspects: Archery Champion, Hardcore Environmentalist, Pact With A Greek Goddess, Reluctant Assassin, Sparkly Vamps Beware
Stress: Physical  OOOO(OO) armor 1, Social OOO, Mental OOO Refresh and Fate: Up Your Waist/1



Powers and Stunts:
[-1] Archery Champion   +1 to attacks with bows
[-2] Inhuman Speed
[-1] Lethal Weapon (bows)
[-1] Inhuman Toughness   (catch is knives soaked in animal blood)
[+0] Inhuman Constitution  hunters of artemis eventually recover from almost any wound and don't grow old.
[-1] Moonbow (Item of Power)


Skills:
+4: Bows, Athletics
+3: Endurance, Might
+2: Alertness, Discipline, Conviction
+1: Fists, Presence, Survival, Empathy, Stealth






Hunter of Artemis (fallen)

High Concept: Dark Archer Girl Trouble: Vow of Vengeance
Aspects: Archery Champion, Dangerous Outlaw, Curse of Artemis, Assassin for Hire, Sparkly Vamps Beware
Stress: Physical  OOOO(OOOO) armor 2, Social OOO, Mental OOO Refresh and Fate: Submerged/1



Powers and Stunts:
[-1] Archery Champion   +1 to attacks with bows
[-4] Supernatural Speed
[+0] Inhuman Constitution  fallen hunters eventually recover from almost any wound. They still grow old unless they kill a virgin girl every 7 years.
[-1] Moonbow (Item of Power)
[+1] Feeding Dependency: Blood  affecting the following;
      [-2] Inhuman Strength
      [-1] Cloak of Shadows
      [-1] Supernatural Toughness   (catch is knives soaked in animal blood)


Skills:
+5: Bows, Athletics
+4: Stealth, Alertness
+3: Endurance, Discipline
+2: Conviction, Presence, Survival
+1: Burglary, Might, Fists, Intimidate, Lore







Hunter of Artemis (ascended)

High Concept: Divine Archer Trouble: Vow of Chastity
Aspects: Archery Champion, Nature's protector, Handmaiden of Artemis, Plague Of The Wicked, Purge The Corrupt
Stress: Physical  OOOO(OOOO) armor 2, Social OOOO, Mental OOOO Refresh and Fate: 18/1



Powers and Stunts:
[-1] Archery Champion   +1 to attacks with bows
[-1] Divine Archery  any bows wielded by a hunter of artemis have range as long as the most long-ranged man-portable modern weapons.
[-2] Plague Arrows  any bows wielded by a hunter of artemis have the "venomous" ability.
[-1] Echoes of the Beast: Hawk (telescopic vision/+1 visual senses)
[-1] Windwalker  can walk on air like birds fly, leaves a trail of footprints glowing with moonlight instead of having actual wings
[-4] Supernatural Speed
[-4] Supernatural Strength
[-1] Cloak of Shadows
[-1] Supernatural Toughness   (catch is knives soaked in animal blood)
[+0] Inhuman Constitution  hunters of artemis eventually recover from almost any wound and don't grow old.
[-1] Moonbow (Item of Power)


Skills:
+6: Bows, Athletics
+5: Stealth, Alertness
+4: Endurance, Discipline
+3: Conviction, Presence, Survival
+2: Burglary, Might, Fists
+1; Lore, Scholarship, Empathy

9
DFRPG / Grandchild of Love and War
« on: July 04, 2011, 10:30:33 AM »
Here's my latest character idea, a Scion with the blood of both Ares and Aphrodite in her veins. Mostly used as an NPC, unless you're in a game of high enough refresh to handle fairly strong wardens, vampire warriors and faerie godmothers. In that case, a 18-refresh, 17-year-old demigodess should fit right in. Fitting her into the city and story-wise, I envision her as a model, moonlighting as a hitwoman for hire. Given that Ares and Aphrodite are canonically (and fairly happily) a non-married couple, I wanted to make such a scion build for some time. Plus, waifs with missile launchers can be fun.




Adrestia Sture

High Concept: Grandchild of Love and War  Trouble: Big Happy Family (Not!)
Aspects: Beautiful as Aphrodite, Bloodthirsty as Ares, Concordant Opposition, Vengeance Is My Middle Name, Young - Not Naive.
Stress: Physical  OOOO(OOOOOO) armor 3, Social OOOO, Mental OOOO, Hunger OOOO (extra mild) Refresh and Fate: 18/1



Powers and Stunts:
[-4] Mythic Toughness (catch is acid and True Serenity)
[-1] Power of Ares - Adrestia has strength, toughness and balance that belies her slimness.
She can handle massive weaponry exceptionally well, taking a +1 to attack rolls with such weapons.
[-1] Old Or New, War Changes Not - may use modern weaponry with Weapons just as easily as archaic weapons and vice-versa.
[-1] Aura of Aphrodite - as per "flesh mask" but may not conceal items. May make small changes to her appearance as if by makeup or diguise kits instead.
[-1] Blinding Beauty - The first time someone sees Adrestia in a scene, she is always entitled to the "first impressions" of Rapport, even if it is a combat scene
or has met that person in previous scenes. Aspects thus applied are not just natural appearance; the victim might recognize he's supernaturally manipulated after they wear off.
[-2] Incite/Emotional Vampire: Lust - touch only, rapport-based
[+1] Feeding Dependency: Lust - modifying the following powers;
  [-2] Inhuman Strength
  [-4] Supernatural Speed
 
[-1]  Ravager
       *It is what it is: a grenade-launcher (w4, ranged, area) with a massive warglaive added bayonet-style (w4, melee)
       *Indestructible
       *One-time Discount (+2)
       *Feeding Dependency: Blood - modifying the following powers; (+1)
       *Hephaestus-Forged Weaponry: +2 weapon rating (-1)
       *True Aim (-1)
       *Ectoplasmic Ammunition: generates unlimited ammo using the essence of war as fuel; spilled blood. If this is used instead of real ammo, circles block the attack. (-1)
       *Blood-Drinker (-1)

[-1]  Mantle of Mists
       *It is what it is: a sheer nightgown. Somewhat indecent to wear in polite company. (or not - your mileage may vary)
       *Human Guise
       *Concordant Opposition - may take a mental stress hit to boost an attack roll or a defense roll by the amount of stress she took,
         to a maximum of 4. May take a 2-stress mental hit to degrade physical immunity down to mythic toughness.
       *Tears of the Slain: as Cassandra's Tears, only it predicts wars and violent battles instead of other disasters.

Skills:
+6: Weapons, Athletics
+5: Discipline, Rapport
+4: Alertness, Presence
+3: Conviction, Might, Endurance
+2: Survival, Deceit, Fists
+1: Lore, Stealth, Scholarship

10
DFRPG / Nukes
« on: June 15, 2011, 10:54:28 AM »
First of all, I usually dislike plot-device powers. I also like statting things up. Therefore, nukes. Nukes are not plot-device powerful, seeing as a nuclear bunker can survive a nuke... but can't survive a much smaller bunker-busted bomb. Sure, the Hiroshima bomb was strong enough to turn people into atomic shadows at ground zero but left some of the heavier buildings still standing.

Let's extrapolate from that; against attacks, thick exterior walls defend as objects at +10, with a stress track 10 boxes long. Vault doors and similar heavy fortifications defend as objects at +12 with a stress track 12 boxes long. They can't take consequences or use FP. Since the bomb took out all of the first but some of the latter survived, we need it to be an attack that the first can't resist at all but that the latter might. A +15 attack means defense of 10 will never resist it but defense of 12 might roll a +4 in a 1 out of 81 chance. Since heavy walls and thick iron objects survived more often than not, the blast would have been a bit lower weapon rating so that it only took out such structures half the time. This means weapon 9, for an average chance to take out such things or weapon 8 for a 33% chance - and still level anything less than fortified structures 99% of the time. And this is for ground zero of the blast.

Now, a nuke also has the big flash and the radiation as secondary results that don't really harm buildings but do a number on humans. So we need to stat this up a bit. Here's an example;


40-kiloton nuke [20 shifts effect, 200 zones radius]
Effect: weapon 8 at +15 attack. In addition, a nuke creates a 6-shift fire and a 6-shift radiation environmental hazard for the scene.
Dissipation: nuclear attacks dissipate fairly rapidly. Drop weapon rating, attack rating and hazard strength by 2 for every 1/4 of the radius.
Special 2: nuclear attacks are almost always a surprise as you usually can't see the blast coming. You still defend normally against hazards.

Given that explosive damage increases by the cubic root of explosive energy, explosive radius increases by the square root of energy and that +2 weapon rating in the DFRPG means an order of magniture more damage, here's a further extrapolation;


4-megaton nuke [24 shifts effect, 800 zones radius]
Effect: weapon 10 at +19 attack. In addition, a nuke creates a 7-shift fire and a 7-shift radiation environmental hazard for the scene.
Dissipation: nuclear attacks dissipate fairly rapidly. Drop weapon rating, attack rating by 3 and hazard strength by 2 for every 1/4 of the radius.
Special 2: nuclear attacks are almost always a surprise as you usually can't see the blast coming. You still defend normally against hazards.


Do note that either bombs will kill a human being at ground zero, period. (the fire hazard autotags your full consequences and hits at +14 even if you miraculously survive the blastwave). But supernatural creatures tough as buildings might survive - as they should.

11
DFRPG / Comparative power?
« on: June 13, 2011, 10:06:05 AM »
How do supernatural creatures and mortals with supernatural powers compare to purely mortal forces and what effect could they have? How powerful would supernaturals in the Dresden Files be in various situations? For example, we have a rather inexperienced Harry Dresden blast the Loup-Garou through several walls in a single blow and burn down a large building with a big fire spell. We have a more experienced Harry able to shield himself against multiple machineguns and also able to detonate the gas tanks of several military vehicles at once. We have Ebenezar McCoy handle several hundred heavily armed mercenaries and Cowl hex an entire city.

So, how does this translate refresh-wise? It should be interesting to make a scale for comparison purposes;


1) At what refresh/power is a supernatural creature or channeler rougly comparable to a human soldier in the army?

2) At what refresh/power is a supernatural individual capable of handling several soldiers? I.e. Harry appears capable of that from the first few books.

3) At what refresh/power is a supernatural being capable of taking out a main battle tank? Could a Denarian do it for example?

4) At what refresh/power is a supernatural individual capable of handling hundreds of mortal troops, like Ebenezar seems able to?

5) At what refresh/power is a supernatural individual capable of disabling or destroying mortal infrastructure on a large scale, like Cowl hexing Chicago?

6) Barring ascencion rituals and unusual circumstances, at what power level could a supernatural individual destroy an entire human nation (rapidly or in a prolonged conflict), provided other supernaturals don't stop him/her/it?

12
DFRPG / Internalizing magic items?
« on: June 08, 2011, 03:34:08 PM »
The system allows one to externalize powers by putting them on Items of Power, giving a small rebate for a concealable item and a larger rebate for an obvious item. Now, when comparing the magic of the system with other types of systems, mostly DnD, I was considering a way to reflect DnD and similar spellcasters; people that could cast a lot of spells but had a limit of spells per day and could recharge their magic only through a lengthy process.
So a question presented itself; should it be possible to internalize magic item effects? Sort of the reverse of IoPs, a wizard would pay extra refresh to use the enchanted items as internal rather than external abilities;

[-1] Innate Wizardry: you no longer need physical items to carry enchantments that take up a single enchanted item slot each; you may apply those directly to yourself and use them as innate powers. Naturally, you cannot transfer those enchantments to other people for them to use - though you can still craft normal items for them.

[-2] Greater Innate Wizardry:  you no longer need physical items to carry enchantments at all; you may apply any of them to yourself, regardless of the number of slots. This power replaces and is otherwise identical to "Innate Wizardry".


1) Are these powers balanced?
2) Would these powers be acceptable in your game flavor-wise to represent a more preparatory form of magic?

13
DFRPG / Maneuver power and tagging/compelling for effect?
« on: June 05, 2011, 09:35:02 PM »
What is the relation, if any, between the power of a maneuver and for what the aspect can be tagged or how often it is GM-compelled? For example, we got the following three effects;

1) "Lost Confidence" sticky aspect after a great (+4) intimidation roll by a badass human thug.
2) "Deeply Frightened" sticky aspect after a legendary (+8) incite fear maneuver by a White Court vamp feeding on Fear.
3) "Terrified Beyond Reason" sticky aspect after an ungodly (+16) maneuver through lawbreaking psychomancy.


a) What is the difference, if any, when those aspects are tagged for a bonus by whoever applied them? Do they give the same +2 bonus?
b) What is the difference, if any, when those aspects are tagged for effect by whoever applied them? Would the effects be stronger for stronger aspects?
c) How often do those aspects get GM-compelled? Should there be a difference in how often they are compelled depending on strength?

14
DFRPG / Max number of people in a zone?
« on: May 14, 2011, 01:16:53 AM »
How many combatants could fit in a medium-sized zone? How many of them could actually fight in it?

If, for example, you got a scenario of 200 black court vamps versus a melee character, can all 200 of them mob her at once? And should she survive and have a zone-wide-attack, can she hit all 200 of them?

15
DFRPG / Doing technology/invention through the "ritual" rules?
« on: May 10, 2011, 03:23:15 PM »
OK, this doesn't usually come up in most games but on the course of a long campaign, especially a war-oriented one, it might;

Suppose your players (or you, as a GM) want to model making home-made explosives like molotov bombs to use against vampires, nail bombs to use against faeries and the like. Then your players get creative and try for bigger stuff. Vampires having taken over that old mine? Drive that truck loaded with half a ton of ANFO into it and watch the fireworks. Want some protections around your home base that will work if someone dispels all the magic? Add some actual landmines and heavy steel doors. Want an intruder-detection system that will actually work against veiled wizards? Bury a couple hundred microtransmitters around the premises and track them by the burnout of technology - you'd get at least an early warning.
And that's just for starters - custom technology can get you custom weapons (like Kincaid's spear and paintball gun), improved vehicles, custom communications (like fiber-optics or wireless networks between shielded systems or fully optical surveillance equipment that can't be hexed) and weird inventions or new uses of old inventions along with magic.
So suppose your players want to make that stuff. How do you judge the effort (resources, contacts, craftmanship, scholarship and others) required for reproducing high-end technological effects? After all, there are people that can make custom tech, custom guns, custom vehicles and the like. And every new invention is essentially a custom job; when Teller, Uram and their team built the first fusion bomb, they basically worked from the ground up. Ditto for Tesla, Edison, Graham Bell and all those guys. Would rules for ritual complexity be applicable to creating new technological devices?



Because I totally have that dream of an adapted A4W mini nuclear reactor operating behind an active major circle beaming the 104 MW it produces through microwave energy transmission systems into a half-dozen adapted Nautilus laser systems that also operate behind separate active major circles to defend a serious base against supernatural attacks. Seeing as radiation does not interrupt magic circles, neither the lasers nor the energy transmission nor the wireless (or automated) control is going to break them so they can fire from inside heavily warded defenses. Yeah, I still remember playing Tiberian Sun.

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