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Topics - JediDresden

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DFRPG / I am lookin for fan updated stats on Mort Lundquist from GS. Help!
« on: December 03, 2014, 02:13:46 PM »
My Search Fu is failing me.  Can anyone point me in the right direction?
Thanks,
JediDresden

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I know in other Fate games they have organizations with stats, I have looked at Starblazers for example.  I would like to make some organizations write ups similar to other games.  Have others attempted this - because if so I do not want to reinvent the wheel, so to speak.

If no one has attempted it where should I start, besides the obvious.  I know it should have aspects, maybe some skills and stunts.  But what sort of benefits - if any should or would an organization give to a PC. I would put some stipulations on belonging to an organization (probably a correct aspect on the PC's Sheet).  I do not want a big benefit, but I think they should get something - maybe a free tag or invoke to use?

For example, what would the White Council's organization sheet look like?  or the Paranet's?  or a group like Marcone's?

Here is my first 2 minute attempt at the White Council:
White Council
Aspects:
Magical Heavyweights
They think they know it all
(and a couple of others)

Skills:
Lore: 7
Contacts: 5
Resources: 5

Stunts:
(I'm at a loss)

Is it Worth it to create Organizations in the DFRPG?  I think it would add extra depth to the setting myself.

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DFRPG / Thinking of a new shadowy organization for my game
« on: July 23, 2012, 11:02:41 PM »
I was thinking of introducing a new organization into my game and I need a sounding board from this group. The idea is vague and nebulous at this time, but I was toying with the idea of racial purity. What about a group who believes in the purity of mortals and fights against anything not pure mortal? Scions, changelings and anything supernatural (including wizards) would be fair game for them to hunt. And not just hunt- pure human bloodlines would be tracked and reinforced through the centuries of influence that this organization has had.

What would it look like? What about its goals and agendas? Any help at this time would be appreciated.

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Title says it all. Is it possible to to something like thins in the DV? I think it would be cool for a wizard family to have something like this to keep an eye on the family.  I am sure a Thaumaturgical ritual could, an enchanted item would only have a limited # of times a day, so I am thinking IoP might be best. What do you all think, Any suggestions?

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DFRPG / Which is better - Enchanted items or Focus Items?
« on: July 12, 2012, 03:42:37 PM »
It is kind of a question I have already answered for myself, but I wanted the forum's ideas on the topic as well.  It seems to me enchanted items are handy in some specific cases, but for the most part really kind of weak.  My wizard character has an armored shirt, similar to Harry's duster, that he gets a lot of use out of, but the rest of his enchanted items are pretty limited to spells he could cast.  It seems to me if a character invested more in focus items it would give him more versatility and be less limiting.  I can also see enchanted items be useful in a desperate situation to get out of harms way or a last ditch surprise attack to help you get away.  All this is supposing a fairly run of the mill basic wizard with a lore of 4, not a customized, optimized, and tweaked alchemist/ potion maker build.

Is my rambling musings on the matter correct?

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DFRPG / Another question?
« on: July 06, 2012, 09:52:19 PM »
OK, I read a thread here a while back about magictech.  In it there was a brief discussion of communication devices because cell phones tend to die around wizards.

My wizard has some enchanted item slots, and would like to make something to communicate with the rest of the party.  I have some ideas (vague ones) on how to do this.  I was thinking something along the lines of one main item sympathetically prepped and linked to pieces of the item (don't know what it will be yet) given to each of the party so that the wizard can pass messages to the party.  I do not know if I could enchant them to be able to return messages though. 

I also was thinking about ripping of the other Harry in England and having coins for each that would change the message on them like the kids did in Dumbledore's Army.  Kind of a magical text message.  But that is a lot of enchanted items slots. 

Could I do something to communicate with 4 other people with only 1 or 2 enchanted Item Slots?

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DFRPG / Help! I need ideas for a focus item
« on: July 06, 2012, 02:27:05 PM »
My wizard character has a focus item slot I want to fill with a Crafting focus item, my problem is I do not know what to pick out for a focus item for making things.  I have thought of everything from a vise, a jeweler's magnifying eyepiece (don't know the technical name),  a leather-man tool, to an anvil and or hammer, mortar/ pastel, to even a chemistry set.  I just don't know which to choose  - or would make a good background story for my character.

Please help... any ideas?

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DFRPG / Something that came up in a game session
« on: May 07, 2012, 04:41:16 AM »
If I understand the RAW, if my wizard casts a spell that 'takes someone out' I as the attacker can determine what happens and how he is taken out.  If that is the case the only wizards who would actually kill people are those who want to.  But maybe it is just me trying to reconcile the novels with the game, in the novels it seems like magic is very uncontrolled and powerful, so how can a wizard let loose a fireball and say 'oh yeah, I took them out, but they arent dead - just unconscious because of smoke inhalation.'

We talked about this after a session and decided that a GM could possibly say we have a mental cosequence of 'Afraid of my power' or 'I don't think I killed them...or did I.'. Do you think this might be acceptable. It just seems like there should be some ramifications to handling the powers of the universe.

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DFRPG / Is there a stunt for this? Dual Wielding weapons
« on: May 04, 2012, 04:54:46 PM »
My impression is that the RAW tend to give players 1 attack per action, but is there a stunt that could represent dual wielding Knives for example?  I know the home brewed stunt list on the forums, and I looked and did not find it,just wondering if I missed it.

I was even thinking of one that doesn't add an extra attack but maybe added extra stress and or to hit bonus to the original attack roll to represent extra damage from an attack with more than one weapon.  If I remember the Star Wars Saga edition had something similar.

Can anyone help?  Please and Thank You.

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DFRPG / Have a question about intential Hexing
« on: March 06, 2012, 04:53:50 PM »
When a wizard hexes something on purpose, does it follow the same rules as regular evocation minus the stress.  It sounds really easy to hex stuff on purpose, so I am assuming yes. 

The rules also make it sound like that, but the hexing table in YS does not go very high if it works like a evocation spell causing damage.  If a wizard has a Conviction of 5 can call up 5 shifts of hexing power then rolls a good discipline to target, how does the computer/equipment/gun get to defend?  Does machinery get a defense?

Or is it rather that a powerful wizard with a Conviction of 5 can hex everything up 5 on the table in YS, with a kind of maximum damage limit.  This makes a little more sense to me, because a less powerful wizard of minor practitioner would not be so dangerous to machinery/electronics.

This is in preparation for a question about a spell I found somewhere on the boards that is an evocation to boost intentional hexing.  I used this a lot in our last game night we had and the comment was made that it was a little to powerful.  So I just want to know if I am do it right.

Here is the spell I found:

Electro-Magnetic Magical Pulse
Type: Earth Evocation, Attack (Deliberate Hexing, Stress-free)
Shifts: 6
Duration:  1 Exchange
Control:  Discipline
Target: Zone
Opposed By:
Effect: +4 Tech Damage disables electronics, cars and modern guns.

That is the only description / information I found on it.  Would something like this be possible?  If not what could be tweaked? 

Thanks to all for being such a good sounding board for ideas on the forum.

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DFRPG / My New Spell. Please evaluate.
« on: March 02, 2012, 05:25:29 PM »
I want to make a 'come here' air evocation rote spell.  I think I borrowed most of this spell and format from the forum here somewhere, so if it looks familiar I apologize. 

My wizard has a Conviction ans Lore of 5 and Discipline of 4, and no specializations or focus items using air yet.

Here is what I have so far:

'Come Here' or 'Oh no you are not running away from me!
Type: Air Evocation, Attack (Air)
Shifts: 6, 6 power
Duration:  1 Exchange
Control:  Discipline
Target: 1 or more people/objects, Enemy or Friendly
Opposed by: Target’s Athletics, Magical Blocks or Determined in play
Effect: Waves of Air apply force to move the target in the direction of the casters choosing.

I guess they would have to beat evocation or move in the direction I choose, right?  I'm not sure I am doing it right.

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DFRPG / How to make this an IoP?
« on: February 26, 2012, 06:24:51 PM »
When I first started playing DFRPG I was a wizard apprentice and one of his aspects was My Family's Ruby Pendant.  I did not have anything in mind other than a good story hook for the GM, which I am proud to say he used in the course of the adventure.  It ended up providing a bonus to resist Outsider Magic, it was on the fly and I can't remember the specifics behind it.

I have since pulled out the character again and am using him in a new game with a new GM and group.  I want to model it as something other than an aspect, but it doesn't really work as an enchanted item, so I was thinking of an IoP.  I have not really made up many IoP before and the ones I have made have all been weapons.  So I need some help from the Forum, please.

I think something that might include Supernatural Senses to sense Outsider Magic, but also some protection against it as well - maybe a toughness vs only Outsider Magic?  I don't know.

I have only 1 maybe 2 refresh to spend on it.  We are playing about 5 yrs later, so he is not an apprentice and he has some more refresh to spend.  I know it is a different game, but I tend to think more about the character's story - so I have a continuous timeline in my head regarding this character.

Anyway, any help would be great.  Thanks guys.

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DFRPG / Can Items of Power give a wizard Refinement slots?
« on: February 20, 2012, 11:24:47 PM »
I'm not sure, I think I have seen some here on the boards that do, and I think Madge's ring in OW does.  I don't have books with me right now.  Can someone help?

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DFRPG / Opening a way into the Nevernever
« on: February 17, 2012, 03:18:15 AM »
I know it's thaumaturgy, but how many shifts does it take for a wizard to open a way?  I know there are weaker spots that Harry uses and probably ones that are not so easy to crossover in.  I am guessing 4 shifts for an easy spot and up from there. Probably lore checks to determine where the weak spots are too.  Or am I way off?

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DFRPG / Can an enchanted item give the bearer the effects of a stunt ?
« on: February 16, 2012, 07:12:00 PM »
I am trying to design an enchanted item that would work like Dr. Who's ID.  It would look like whatever official badge/ ID he said it is.  Since I look at it as a forged set of papers I was wondering if an enchanted item could be made to give someone access to a stunt (in this case the forgery stunt for deceit) a number of times a day like a regular enchanted item.  How powerful (i.e. # of shifts) would a spell have to be to equate to a stunt?  Or would there be another way to do it better?

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