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Topics - Todjaeger

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DFRPG / Partial Pregenerated Characters & NPC's
« on: July 17, 2013, 07:44:57 AM »
On a campaign website, there is a listing of characters with names and (very) brief descriptions.  The campaign site is also in the process of adding more characters along with links to PDF's of the characters.  The campaign author has made the PDF's public so those looking for spare characters/NPC's can download & print them.  They are also handy to use for convention games.  Each of the characters which has a character sheet uploaded & linked will have in the brief description the character's power level, template, and Pregenerated Character.  As time progresses, the list will grow since there are something like 55 characters already created and awaiting upload, with another 40 or so awaiting creation.

http://www.epicwords.com/butcherednewhaven/npcs

-Cheers

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DFRPG / Evocation-based sleep spell cast in Combat
« on: August 14, 2012, 06:14:45 PM »
Hello, I'm looking into modelling an Evocation-based sleep spell which can be cast in combat.  What I'm trying to determine is whether or not such a spell is viable, of if it would be overall too difficult to be worthwhile (i.e. have your opponent fall asleep during a fight...).

The examples given of sleep spells in the RAW are Thaumaturgy.

What I was considering was using Spirit Evocations to inflict mental stress, but to get to the Taken Out result, all the Consequence boxes need to be filled. Also, the target's recovery time would be considerable if they opted to take all possible Consequences to avoid being put to sleep.

Does anyone have some alternate thoughts?

-Cheers

3
DFRPG / How would you model this?
« on: February 26, 2012, 10:12:12 PM »
One of the characters in the group (specifically a small boy) is going to become the host to an entity.  Think of something like Bob, but before accumulating centuries of experience and lore.  This entity would live within the boy, essentially the boy is its sanctum, and the entity could 'talk' to the boy, much like Lash would do with Harry.

The entity would experience the world through the boy's senses (again, like Lash does with Harry) and similarly be able to 'play back' what the boy saw/heard/smelled/read/etc back to the boy with perfect clarity.

Over time, the entity could accumulate sufficient lore and power to assist its host in things.  Eventually, the entity and all its accumulated knowledge would get passed on to another host.

What I'm trying to figure out is the best way to model this.

So far, I'm sort of leaning towards adapting the Companion rules from Spirit of the Century, but I'd be interested to hear the opinions of others first.

-Cheers

4
DFRPG / Spellmans Syllabary
« on: January 21, 2012, 03:44:38 AM »
This thread is intended to showcase spells created for forum member's personal campaigns, as well as to attempt to model spells from the various Dresden Files novels, comics and short stories.  As part of this, discussion of the game mechanics for the spells, as well as the comparison in power for specific spells and whether there are perhaps better ways to model specific spells, or achieve specific effects.

If there is sufficient interest, then perhaps a Resources Page could be created for any finalized spells, and/or the spells themselves could be added to various online DFRPG resources.

DFRPG Resources wikispace Spell list
http://dfrpg-resources.wikispaces.com/Spells
Butchered New Haven campaign Spell list
http://www.epicwords.com/wikis/14753

At present, the specific spells I'm most interested in having others look over are the six as follows:

Old Burial Ground Binding Circle*
This Binding Circle was cast by Eric Holt to contain a powerful spirit entity or perhaps ghost within the Old Burial Ground on BSA Camp Mattabessitt.
Type: Thaumaturgy, Binding
Complexity: 12
Duration: One month
Effect: An 8-shift Block containing the Bound entity within it's grave site

Lock*
The spell is intended to create a temporary barrier to passage through a doorway.
Type: Thaumaturgy, Wards
Complexity: 3
Duration: Sunrise
Effect: A Block of Good (+3) strength versus entry.
Variations: Spell Complexity can be increased to raise the strength of the Block and/or Duration. Additionally Symbolic Links can be created at +2 complexity each, to alert when the Block is attacked or breached.
Notes: Requires an actual doorway/threshold with door for the spell to be cast upon.

Eric Holt's Cabin Ward*
This is the Ward around caretaker Eric Holt's cabin at BSA Camp Mattabessitt in Bethany, CT.
Type: Thaumaturgy, Wards
Complexity: 16
Duration: One month
Effect: An 8-shift Block on entry into the cabin
Notes: Wardflames provide warning to those within the cabin if supernatural entities or beings approach within 100 yards of the cabin. Additionally, the key to the lock in the cabin door is a symbolic link, alerting Eric if something comes into contact with the Ward while he's away from his cabin.

Unlock*
This spell provides a ritual method to open mundane locks.
Type: Thaumaturgy, Transformation
Complexity: 3
Duration: none (immediate)
Effect: Spell immediately unlocks a Good (+3) quality lock. Examples of Good (+3) quality locks include Masterlock padlocks and most house deadbolt locks.
Variations: The Complexity can be increased so that the spell take effect on better locks, and/or in more difficult circumstances (i.e. multiple locks, a Threshold, etc.)
Notes: Locks on exterior doors of something with a Threshold (home, Church, etc) are protected by the Threshold as normal. Also any locks on a cemetery gate are also protected by a Threshold, if the caster is within the cemetery when casting the Unlock spell.

Eric Holt's Coat of Toughness*
This spell is intended to transform a coat of jacket into a protective garment which makes the wearer tougher than they would ordinarily be. At least for a little while...
Type: Thaumaturgy, Transformation
Complexity: 9
Duration: A scene (about 15 minutes)
Effect: Temporarily provides the wearer the benefits of the Supernatural power Inhuman Toughness (Armor: 1, 2 bonus boxes in the Physical Stress track)
Notes: The effects of this spell stack with Supernatural Recovery powers, but not with Supernatural Toughness powers. It also follows the normal Armor stacking rules. If the garment with the spell cast on it is within a Circle when the Circle is closed, the spell ends immediately. Similarly, if the garment crosses a Threshold without the bearer being invited in, the power of the spell is immediately reduced by the value of the Threshold. If the remaining power is insufficient to sustain the spell, it ends immediately. At the end of the spell (whether duration is reached or something ends the spell prematurely) the garment which was the target of the spell begins to break down and disintegrate. 
(click to show/hide)
Lastly, the duration clock starts immediately after the spell is finished, not when the garment is first donned for wear/use.

Old Burial Ground Aura of Misdirection*
The Aura of Misdirection is intended to steer the casual hiker and/or exploring Boy Scout away from the Old Burial Ground on Camp Mattabessitt and hopefully avoid having someone accidentally release the entity Bound within the circle.
Type: Thaumaturgy, Psychomancy
Complexity: 14
Duration: One month
Effect: A 5-shift Block opposed by Lore, Scholarship or Survival, depending on whether which skill is highest, to proceed to the Old Burial Ground. Those who fail to overcome the Block get re-directed around or away from the actual location of the Old Burial Ground.

More spells to follow as they either come up in game, or if additional ideas come to mind.

-Cheers

D'Oh! :-[  Just spotted the Custom Spell thread in the Resources Collection, after I somehow missed it previously.

5
Anyone in the NYC area interested in a meet up this weekend (10/29 or 10/30) to celebrate Jim and Harry's Birthdays?

Perhaps a gathering for dinner and/or drinks in Manhattan?

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DFRPG / Triggered Ward question
« on: November 23, 2010, 06:39:24 AM »
I have a question on how to mechanically setup a specific type of Ward around a character's home, and was looking for some imput from other members on how they would go about creating the Ward, both in terms of difficulty and practicality.

A standard Ward is typically built on a home with a Threshold.  What I have been thinking about, is a somewhat more 'layered' defence for my PIA would-be wizard.  In addition to a Legendary (8+) strength Ward, linked to Wardflames, I would also like to have an additional, external Ward.  The secondary Ward would be built on/based off a low stone wall, of the type found around a number of the older New England farmhouses and burial grounds.  However, unlike the Ward around the actual house, the secondary Ward would have to be activated by some trigger.

Until the secondary Ward gets triggered/activated, people would be able to open and walk through the gate, or hop the stone wall just like it was a regular stone wall.  Once the secondary Ward is activated, a Wall of Air/Spirit (like in the Judith Tarr novel Pride of Kings) of Legendary (8+) strength would block passage into or out of the area enclosed by the stone wall.

Does this sound like a workable construct?  And would people treat this as a second Ward that is cast on their home, or would be it part of the first Ward cast, and increase complexity?

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