Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - JayTee

Pages: [1] 2
1
DFRPG / Mortal infrastructure/networking power
« on: August 31, 2017, 08:07:46 PM »
Throughout most of the series and even in the game books, The Dresden Files makes a big deal about how scary and dangerous humans are when they all band together and go after something they see as a threat.

However, the game itself never really gives you much of a way to reproduce that kind of effect, as the focus is usually on a small group of PCs running around and solving problems mostly single-handedly.

Is there any way to properly emulate the kind of resource that mortal infrastructure and social networks offer? My current thought is to rewrite Thaumaturgy using Contacts for Complexity, Resources for drawing power and Presence for controlling power and rewriting the functions of Thaumaturgy (summoning and binding, conjuration, etc) to be more based on conventional means. But this smacks in to the problem of using Contacts and Resources excessively, which I see as a little boring, but perhaps that's unavoidable.

2
Cinder Spires Books / Steam punk? What happened to Sci Fi?
« on: July 12, 2014, 05:23:36 PM »
So I'm pretty confused at the moment and I'm hoping I can get some clarification here. The last I heard of Cinder Spires (about 2-3 years ago) it was going to be a science fiction series about a group of people who were trying to keep aliens under wraps because the alien government declared illegal for extra terrestrials to visit earth, and thus all the aliens who DID visit earth were typically criminals intent on causing problems.

Fast forward to now, and suddenly I'm hearing talk of steam punk and airships. While I'm by no means complaining (I love me some steam punk) I do have to wonder what happened to the Sci fi series that was talked about.

3
DFRPG / Custom True Faith powers for review
« on: June 24, 2014, 08:06:32 AM »
Some faith powers I've cooked up. Do note that I do not have the greatest mechanical chops with this system, so consider these powers to be a rough draft. Critique is more than welcome in order to get them in to a place thats balanced in the game and represents the idea that I'm going for.


The goals in mind with these powers were

1: To give True Believers a set of powers that would grow stronger with the character, letting them continue to operate alongside Casters and Shapeshifters (the two most common player types, I've found) and their continuing applications of Refinement of adding on more creature features.

2: Find some way to mechanically emulate the effects we see or hear about in the books, but aren't really possible at the moment with the current powerset (Murphy carving her way through a sea of vampires in Changes, Michael facing down a dragon and winning)

3: Find a way to produce the former two while keeping in mind how faith powers are usually represented in the books: "Coincidence is on my side", as commented on several times by Harry and seen a few times. "Subtle but very powerful", we rarely see very many flashy displays of holy power, but we see a lot of True Faith people doing a lot of crazy awesome stuff. "works best against the supernatural", it's been a general theme that faith powers are really meant as a force multiplier against non-mortal forces, and his largely important against people with free will.



Providence tries to invoke the feelings of "Coincidence is on my side" and "subtle put powerful".  It's also meant to work alongside the Righteousness and Holy Touch powers, letting you spend Fate Points on things that you really want to spend them on, rather than things you have to spend them on in order to get the most out of your powers.

Providence -X
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The world abides the believer
Belief has a powerful effect on the world. For every 2 points of refresh spent on this power, you may gain 1 free expenditure of a Fate Point per scene.
Walking my chosen path -1
Focusing on your goal, you find it a much easier road to walk. Whenever you make a roll that is affected by Righteousness, you may make an additional roll to place a Conviction aspect on the scene that is somehow related to what you are doing to be used on your next turn.





Grace Against the Dark likewise tries to invoke the feeling of "subtle but powerful" but with a much greater focus on "works best against the supernatural". It's intentionally very powerful, but completely useless against regular mortals.

Grace Against the Dark [-5]
Description:
Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: You must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The Darkness Yields
Though the workings of the wicked may conspire against you, your faith will see you through. When faced with supernatural forces opposing your path chosen by Righteousness, you may add half your Conviction (round down) to your dice rolls.

4
DFRPG / Mortal power
« on: April 04, 2013, 03:21:59 AM »
In the game books, and in the series itself, a lot of noise is made about how badass mortals are when they're right and organized. It's implied that one of the biggest advantages for pure mortals is the fact that our organizations are typically on our side when it comes to supernatural threats, and that the others (White Council, Vampire/Fae Courts, etc) are usually pretty preoccupied with infighting and backstabbing.

The problem is, there doesn't seem to be a lot of support for it in the game. High Resources and Contacts skills and relevant aspects can help mimic good social ties, but that doesn't really seem to be unique to mortals.  The +2 refresh is also neat, but that represents the individual mortal's choice, not their social strength.

Am I missing something in the game that supports the idea that mortals are scary when they band together? Or is it generally assumed that Contacts/Resources should take care of that?

5
DFRPG / Jack Bauer Writeup
« on: February 15, 2012, 02:07:02 AM »
In an attempt to get my brother interested in playing the DFRPG with me, I helped him write up a build for his favorite fictional character for a game using the Baltimore setting. We fluffed it as Jack being sent to investigate something involving Vampires and coordinating with the local Warden (we weren't really paying much attention to the plot, just rolling dice and making stuff up as we went along for fun.) He seemed to enjoy it, even if he did get stomped by Gilgamesh at the end (Self-compel: My way or the highway against Gilgamesh = not smart).  Given how we were both fairly new at the system, I'm reasonably sure we did a few things wrong putting this build together for him, but I thought I would share it nonetheless.

NAME: Jack  Bauer
HIGH CONCEPT: CTU Agent (Pure Mortal)
TROUBLE: Doesn't take orders well
ASPECTS:
Ex-Navy Seal;
I Gave My Word;
Tough As Nails;
My Way Or The Highway;
Family Man.

SKILLS:
+5 Endurance
+4 Guns, Alertness, Athletics
+3 Fists, Discipline, Intimidation
+2 Stealth, Investigation, Rapport
+1Presence, Driving, Empathy


STRESS: P: OOOO (1/2)/  M: OOOO  S: OOO
CONSEQUENCES: Mild, Moderate, Severe, Extreme


STUNTS:
Answer the Question!: Jack may use Intimidation instead of Empathy when Interrogating someone
Expert Marksmen: +1 to Guns when using handguns
Twitch Response: +2 to Alertness when establishing Initiative
Iron Eats Me for Breakfast: When outnumbered and outgunned in a physical conflict, Jack gains two mild Physical Consequences
Will of Steel: Jack uses Discipline instead of Conviction when determining Mental Stress


REFRESH/FATE POINTS: 5 / 7

6
DFRPG / Some custom True Faith powers for review
« on: February 05, 2012, 06:49:47 AM »
They're a bit light on fluff which I can fix, I'm mostly interested in the balance and how well they fit within the setting.


- 1 Truth Above All
Guided by a Heavenly hand, you possess a sixth sense for falsehoods and misdirections, you may use your Conviction Skill to defend against mystical and mundane attempts to lie or deceive you.

- 2 Faith Takes Sacrifice
While the Higher Powers are willing to help you in your time of need, sometimes the human body just isn't able to handle that much divine power working through it. If you wish to spend a Fate Point, you may instead roll your Endurance to defend against your Conviction. Successfully defending against your Conviction allows you to act as if you had spent a Fate Point for a greater cause. Failure to defend means that you must take a Moderate Mental or Physical Consequence in addition to acting as if you had spent a Fate Point.


Truth Above All was inspired by the exchange between Michael and Thomas, when Michael could sense Thomas's true nature despite the fact that it was normally all but impossible for White Courts to be detected while in 'human mode', and by the conversation in Ghost Story about how lies are REALLY looked down upon by the White God.

I enjoy the Faith Powers in this game, subtle but potent is much more fitting than shooting 'Jesus lasers' of Holy Light everywhere like in some games I've seen. But a lot of them tend to require Fate Points to activate them, Faith Takes Sacrifice is my attempt to mitigate that while still keeping it balanced.


Questions? Critique? Disparaging comments about my mother?

7
DFRPG / Of Gods and Demons: A question about high-refresh games
« on: November 05, 2011, 01:52:43 AM »
A game type I've been kicking around in my head for a while now is where the characters are not the Wizards and True Believers and Mortals, but Godlike entities like Mab and Odin, He Who Walks Behind and The Fallen in their true form.

The catch is that you would be playing these character before they were the heads of their respective organizations. Mab would still be the Winter Lady as opposed to the Winter Queen, Odin would still be little more than the Son of Bor, He Who Walks Behind and The Fallen would not have the political or mystical clout that they currently enjoy.

Players would engage in celestial political maneuvers and cosmic battles for the fate of entire geographic locations, if not the whole of the Mortal World, on a regular basis. The problem is that in order to realistically represent such characters, the starting refresh level would likely have to be around 15 or so. I am only partially familiar with the system, having only recently started playing after long last, so I am unsure of how a high-refresh level game would affect things.

Alternately, instead of starting at a high refresh I start things out at Submerged, and have it so that a "Good" Roll is Good by the standards of godly entities, rather than mortals.

So, my question is twofold:

First, does a high-refresh level affect gameplay in a significant way beyond the obvious fact that you have access to higher levels of power?

Second, would simply declaring that the power level is "Good by Godly standards" feel to you, the players, like you were playing a high powered entity? Or would you need something more than that?

8
DFRPG / Symbols for Thaumaturgy
« on: July 30, 2011, 10:08:09 PM »
I was dithering about online one evening and I happened across this site here (LINK) that has a whole host of symbolic images and their meanings. I thought I would share them with everyone else who might be having trouble thinking of the proper symbols to use in their spells.

Enjoy!


9
DFRPG / The consequences of more Consequences
« on: July 10, 2011, 02:57:34 AM »
I like the health system in DFRPG, I like it a lot. It allows for almost any kind of conflict or fight one can come up with. Not only that, but it really does represent the series "down to earth" feel by not having injuries (at least in physical conflicts) vanish with the wave of a hand and a simple "Cure Major Wounds" spell.

However, what strikes me as a little odd is the fact that all the Consequences are lumped together. The Social Consequence "Bad Reputation" wouldn't really seem like it would have an impact on a physical confrontation. Likewise the Physical Consequence "Broken Hand" would be hard pressed to impact a Social battle.

My question is this: How badly will it hurt game balance to have different consequence tracks for each type of conflict? For example one for Mental and Physical, and one for Social? Or going full out and having one Consequence track for each type of conflict? Furthermore what might be done to mitigate any potential brokenness if the group insisted upon multiple Consequence tracks?

10
DFRPG / Theory vs Practice, Character Concepts
« on: June 28, 2011, 11:43:49 PM »
I would like to invite you to join me in a thought exercise, submit a Character Concept that, In Theory, would be fantastically powerful or influential, but In Practice, would actually be little better than average.

For example:

Tom Dane, Barber to the Supernatural

In Theory Tom would be the most powerful member of the supernatural in the world. With only a single Fate Point Tom's player could Declare he has access to the hair of anyone from the Red King to The Merlin himself, allowing him to shape the world with little more than a Thaumaturgy spell.

In Practice anyone who WOULD get their hair cut likely wouldn't get it cut by anyone who they didn't trust implicitly. Besides, The Merlin is Bald, idiot.

Your turn!

EDIT: While left unsaid at first, I decided I would clarify that basic logic wouldn't be required, this is purely for fun.

11
DFRPG / The Six Swordsmen.
« on: May 23, 2011, 07:18:54 AM »
Looking over how many types of mythical swords there are, I noticed that there is a good amount of plotting that can be done with them, here is my idea for a plot, any GM is free to use it or simply draw inspiration from it for their own games.

We have Six Swords:

Three Swords of the Cross, two Swords of the Fairy and the Warden's Sword.

Now, gathering all this power into one place for one purpose means that some heavy mojo is going down, I'm talking Heinrich Kemmler level bad.... Or at least that was my first thought. Then I realized I could do better then just bringing a dead dude back to life, why not have the issue threaten the whole of reality?

What if the Outer Gates have simply opened too far? Outsiders were slipping through with greater and greater frequency with chaos and panic in the streets, both on the Mortal and Supernatural side of things? What do the Swords have to do with all this you might ask?

Consider what each Sword represents. Summer's Fire represents universal growth, life, the blaze of heat and warmth. Winter's Frost represents death and decay, cold and darkness. They are born of forces that consist of roughly a third of reality itself. Likewise the Swords of the Cross each represent the collective Faith, Hope and Love of all Mortalkind, while the Warden swords represents the forces of magic and the cosmic power of the universe being used for justice and duty. Pretty heavy stuff, huh?

What if, in order to close the Outer Gates once and for all, you needed to SACRIFICE these weapons? Not just a conventional "I give this up so this can happen" sacrifice, the kind of sacrifice that means that those tools can NEVER be used or even MADE again!

Think on the gravity of that for a second. The Knights of the Cross would lose one of their only weapons against the Denarians, the Fey would lose a significant amount of leverage over mortalkind with the loss of the Knights, and the Wardens would have a much rougher time dealing with Warlocks and The Circle, not to mention all the other nastiness out there.

What could possibly be the upside of that? How about the Outer Gates being closed, not just now, but Forever? No amount of knowledge and ritual can open them again, regardless of how much power you pour into it. You have saved the world, the Nevernever and the whole of creation from Outsider threat for all time.

Was it worth it?

12
DFRPG / Sharing the PDF
« on: May 19, 2011, 08:39:39 PM »
So, I love the Dresden Files RPG, and I want to share it with my friends. Sadly none of them live anywhere close to me so we can't all get together and play. I have the PDF, and am wondering if it would be allowed for me to use an email service to send it to them? If this is possible, what would be the best way to go about doing this so it doesn't infringe upon Evil Hat or Jim Butcher?

I don't want to be accused of illegally spreading around copies or anything...  :-\

EDIT: If it helps at all, I am using a Macbook Pro

13
DFRPG / Character Bias
« on: May 16, 2011, 11:27:49 PM »
Whenever I play a RPG of some kind, I always play one of three types of characters:

The Badass Normal: A human with absolutely no magic or supernatural (or technological, depending on the setting) powers, who relies on his own skills and wit to to save the day.

The Mage: The Human Wizard, throwing down the arcane power left and right, solving problems (and calling down fire from the sky) with the length and breadth of the arcane powers.

The Hybrid: A mix of the two, usually a fighter with some healing/buffing powers or a Wizard with some good physical skills.

That said, I always play as the human, no matter what choice of the three I pick. I simply cannot stand to play as an elf or a dwarf of some other type of race. Admittedly it's probably limiting my RP experiences to a degree, but I feel like I've grown comfortable with that style that I can adapt it fairly easily across different settings.

That said, is there a race/class combo that you prefer above all others? Or a combo that you simply cannot stand to play?

14
DFRPG / Break my character! Part 2!
« on: May 15, 2011, 10:31:48 PM »
After my disastrous attempt to make a Wizard, I scrapped that idea and decided to make a pure mortal (once again, I apologize for that the thread and my inept handling of it). So, here he is, my pure mortal

This is my first (official) character that i've built for the game, and would like people's feedback on it. Be merciless, its the only way i'll learn.

Name: Ryan Green
High Concept: Supernatural Surviver and Thriver
Template: Pure Mortal.
Trouble: My problems are my own.
Aspects: Trial by Fire; Prep and skill trump magic; From all walks of life; Crouching Moron, Hidden Badass; Don't mess with me and mine.


Skills:

5 Superb - Alertness

4 Great - Athletics, Discipline

3 Good - Contacts, Resources, Endurance

2 Average - Lore, Scholarship, Deceit, Stealth

1 Fair - Conviction, Rapport, Empathy, Presence, Invetigation

Stunts:

Fast and Deadly Use Athletics for combat rolls, provided you are unarmed or useing a weapon that can be held in one hand.

Small Weapons Expert when using a weapon that can be held in one hand, inflict 2 extra stress.

Support Network  +2 to getting a Tip Off regarding things that could have an impact on your life.

Be prepared +2 to declarations about having a wearable or pocket-sized object on hand.

Occultist +2 to Lore rolls made involving knowledge of magical defenses and countermeasures.

Trust your Knowledge use Alertness when making Declerarions or Assesments, so long as its something that could have been researched or read up on.


Social: 000
Physical: 0000
Mental: 000

Refresh: + 6 (pure mortal)


15
DFRPG / Break my character!
« on: May 15, 2011, 10:00:08 AM »
Sorry, I decided to scrap this but couldn't figure out how to delete the topic

My bad =/

Pages: [1] 2