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Topics - Buscadera

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DFRPG / Character Help
« on: November 29, 2010, 05:32:03 PM »
For as much as I love writing up characters in DFRPG, I tend to shy away from spellcasters because I'm not too sure if I have the magic system down yet. Here's a wizard character I wrote up, complete with rotes, focus items and enchanted items. Can some of the rules gurus on the forum give him the once-over and tell me if I've put him together properly?

Thanks in advance.

Terrance Rhodes (Wizard) – Submerged
High Aspect: Blue-Blooded Wizard of the White Council
Trouble: Old Money, New Problems
Other Aspects: More Degrees Than a Thermometer; Master Artificer-in-Training; Every Problem Has a Solution; Golden Boy of the White Council

Stress:

Physical: OOO
Social: OOO
Mental: OOOO

Skills:

• Superb (+5): Lore, Resources
• Great (+4): Conviction, Discipline
• Good (+3): Craftsmanship, Scholarship
• Fair (+2): Contacts, Rapport, Presence
• Average (+1): Alertness, Athletics, Endurance, Investigation, Weapons

Supernatural Powers:
   • Evocation [-3]
(Specializations: Earth, Fire, Spirit; Power: Earth +1; Spirit +1)
   • Thaumaturgy [-3] (Frequency: Crafting +1; Complexity: Crafting +1)
   • The Sight/Soulgaze [-1]
   • Wizard’s Constitution [-0]
   • Refinement [-1]

      Focus Items:
         • Iron Ring: Control: +1 Earth
         • Copper Wand: Frequency: +1 Crafting
      Enchanted Items:
         • Ram’s Head Ring: Spirit Weapon: 3 Attack; 3/uses per session
         • Onyx Stud: Spirit Block: 3 vs. Perception, Duration 3 rounds; 1/use per session
         • Ruby Ring: Fire Weapon: 4 Attack; 2/uses per session
         • Cobalt Ring: Spirit Block: 4 or Armor: 2; 2/uses per session
      Rotes:
         • Thunderbolt: Earth; Weapon: 4 Attack
         • Earthquake: Earth; Weapon: 3 Attack vs. Zone (requires Ring)
         • Force Bubble: Spirit; Block: 4 or Armor 2, Duration 2 rounds
         • Electrified: Earth; Applies Shocked Aspect to an opponent for 3 rounds (requires Ring)
         • Rain of Fire: Fire; Weapon: 2 Attack vs. Zone

Mortal Stunts:
   • Lush Lifestyle
(Resources):

Adjusted Refresh: 1

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DFRPG / Item of Power Ideas/Help
« on: November 24, 2010, 12:59:31 AM »
Okay everybody, I need some help. Items of Power are cool ways to give characters access to supernatural powers while still keeping them as some sort of human, often otherwise mortal or True Believers. The problem I'm finding is that most IoPs I can think up end up defaulting to being Sword of the Cross knockoffs. This just doesn't seem right to me.

So I raise the question to all of you. How would you stat these Items of Power?

Spear of Destiny: This is arguably just like the SotC, except without the organization that the Knights have in the series. In another game I played in, the wielder of the spear worked as the emissary of Uriel, similarly to how the Swords each linked up with an archangel. What powers would you give it?

Christ's Bloodwhip: Again this could be arguably another SotC, except a whip instead of a sword. The idea is that this is the whip used to torture Jesus, and so it still has some holy powers. The character I had in mind for it is a monster-slaying sort, with access to a whole arsenal of relics and True Believer powers. What else should it do?

The Sword of the Revolution: This is an idea I've had ever since I heard the idea in a history class that George Washington was referred to as the "Sword of the Revolution", Thomas Paine was the "Pen of the Revolution" and Samuel Adams was the "Mouth of the Revolution". I got this idea that there would be a DF group like the Masons that had three agents in the field called the Sword, the Pen and the Mouth. I don't know what the artifacts for the other two would be, but the Sword is the character I would want to play. The rest of his stats are the same as most True Believers (with his faith lying in freewill and liberty rather than a deity), but what would his sword do?

John Henry's Hammer: The rest of the stats for this character are easy enough (Inhuman Strength, Toughness & Recovery with The Catch [+3] being machines or anything technological), but what abilities would the hammer have? The character works as more of a spiritual successor to the folk hero rather than a direct descendant, but he would still have some power thanks to the myth.

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DFRPG / Looking for Group in Miami
« on: November 13, 2010, 10:32:52 PM »
I'm slowly but surely gathering together a local group in Miami and figured I might as well try my luck with this board. Looking to run a regular DFRPG game with a solid group of gamers. If interested and nearby, send me a message through the forums.

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DFRPG Resource Collection / Spare Character Concepts
« on: November 07, 2010, 02:03:22 PM »
In another thread, I mentioned that I have both a list of ready-to-go concepts and 20-35 almost fully statted characters at any given time. Since I was asked to post them, I made this thread. Hopefully these ideas can be of use to someone.

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DFRPG / Eternal Life - New Power; How Does It Look?
« on: October 27, 2010, 09:43:22 PM »
I'm writing up a character for a Submerged game set in Florida and I was wanted to make a mostly-mortal explorer who had stumbled into the Fountain of Youth. Wizard's Constitution seems to handle some aspects pretty well (long life, eventual wound recovery, etc.) but there are certain things I don't think it covers everything I'm looking for so I created this power. It's mostly a mashup of Living Dead and Wizard's Constitution. Does it look balanced?

Eternal Life [-1]
Total Recovery - You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence—excluding extreme physical ones—with no other excuse besides time; simply waiting long enough will eventually heal you completely. (Many wizards use this ability to avoid hospitals, where their tendency to disrupt technology can put others in serious danger.)
Fast Recovery - Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Long Life - As a side-effect of your improved ability to recover from injury, your lifespan is significantly extended. In game terms this
will rarely have relevance, but it’s why you can talk at length about the events of the American Civil War and, depending on when you became immortal, you may be able to go back even further than that.
Death is a Nuisance - Unless wholly destroyed or killed by special means, you’ll continue to live on afterwards. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).

Does it need anything else or is it overpowered?

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DFRPG / Golems & Genies
« on: April 29, 2010, 05:57:50 PM »
The conversation about familiars set me thinking about characters who don't do combat themselves, but outsource that to someone else. I had an idea about a year before the game was released for an artist character who created golems to do his dirty work. Another idea would be someone like Johnny/Jakeem Thunder from JSA, who doesn't have magic of his own but does have access to a genie.

My question is, how would you best model characters like these?

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