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Topics - Mr. Death

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1
DFRPG / DFRPG Youtube Videos
« on: August 21, 2020, 12:26:41 AM »
So, I've been thinking of doing a set of videos about DFRPG explaining things about the system, inspired by video series like the Dungeon Dudes for DnD 5e.

So, what topics do you think would be useful for new players, or as rules clarifications?

The ones I have in mind are:
1. Aspects
2. What the skills do, and how the stacking system works
3. Combat and Conflicts
3a. Stress and Consequences
4. Spellcasting -- Evocation

5. Spellcasting -- Thaumaturgy
6. Powers
7. Stunts

2
DFRPG / More Items of Power
« on: August 07, 2019, 02:08:15 AM »
I'm running yet another game, and this scenario is going to involve an auction and/or heist of items of power, so I'd like some feedback on these:

Earp’s Colt [-2]
Description: A Colt Buntline Special, long-barrel Colt .45 revolver, with a plaque in the handle reading, “Wyatt Earp Peacemaker From The Grateful People of Dodge City April 8th 1878”
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Guns, Fists
Effects:
[-0] Purpose. Earp’s Colt seeks to defend law and order
[-0] It Is What It Is. A long-barrel Colt chambered in .45 with extra stopping power. Weapon: 3 projectile, Weapon:1 melee
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. Earp’s Colt is distinct, but as a handgun it’s not hard to conceal.
[-1] Give’em an ‘Earp’: Wyatt Earp was as well-known for smacking people over the head as he was for shooting them -- when you pistol-whip someone with Earp’s Colt and land a successful attack, you also inflict the fragile aspect, “Stunned”
[-1] “No!”: Wyatt Earp was never shot, despite throwing himself into numerous gunfights, including a crossfire that should have had him dead to rights. You gain +1 to Athletics rolls to avoid gunfire. (Note: Am considering making this Inhuman Toughness with the catch of 'Anything but gunfire'. Cost will be the same)
[-1] “Justice is Coming”: As a Venator, Wyatt was well known and feared among supernatural enemies. That fear and belief extends to his weapon. If you spend a fate point, attacks from Earp’s Colt bypasses one level of toughness for the scene, i.e., a creature with Supernatural Toughness is treated as having Inhuman when attacked with the Colt.

Culein’s Flute [-1 or -2]
Description: A flute made of Mythril, a faerie metal that glitters with the colors of the forest
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Performance
Effects:
[-0] Purpose. Culein’s Flute seeks to enchant those who hear it
[-0] It Is What It Is. A flute that plays enchanting notes
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. The flute is large and even in a case, people will notice it.
[-3] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, the user can entice people to follow them, or to run away, at range. The player gets a +2 to either Performance to create a temporary aspect on a person. If the player attempts to create an aspect on a zone, there is no bonus. The player decides which effect to inflict before rolling.
[-4] Bardic Faerie Magic: Replaces Pied Piper. With training and attunement, Culein’s Flute offers the user magic sponsored by the bards of the wyldfae.
Benefits: The user can use Performance instead of Discipline, and Presence instead of Conviction, when casting spells. The caster also gets +1 to spell power when casting enchantments.
Item Slots: The user gets 4 Focus Slots, minus 2 if they already have either Evocation or Thaumaturgy. No focus slots if they already have both.
Agenda: Culein and the bards of the Wyld seek to enchant and seduce. They have an image to keep up, and wielders find themselves pulled toward such.
Evothaum: The user can cast certain Thaumaturgy spells with the speed and methods of evocation, such as Conjuration and Veils.

Sin’s Charm [-1]
Description: A cube made of a black substance, with a reddish shine
Musts: You must have an aspect related to your possession of this item.
Skills Affected: any
Effects:
[-0] Purpose. Sin’s Charm seeks to bring good fortune to its users and corrupt them
[-0] It Is What It Is. A black cube, easily mistaken for a single unmarked die.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+0] One-Time Discount. It’s tiny and easily concealed.
[-1] The Devil’s Own Luck: Once per session, after rolling, you may freely reroll any number of your dice. However, using this takes a toll on the user -- immediately after the roll is resolved, Sin’s Charm hits the the user with a psychic attack equal to the roll’s total. Any consequences resulting from this attack must be aligned with whichever of the seven deadly sins closest matches the intent behind the action (i.e., attacking = Wrath; Rapport = Lust; pickpocketing = Envy, etc.). The user can use this effect again at the cost of one mental stress per use.

Collar of the Beasts [-1]
Description: A leather collar with a loop for a tag or bell.
Musts: You must have an aspect justifying your possession of the item
Skills Affected: Investigation, Rapport, Empathy, other social skills
Effects:
[-0] Purpose. The collar seeks mastery over beasts.
[-0] It Is What It Is. It is a leather collar, worn around the neck.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. As a small item, the collar can be hidden, but its powers only take effect when it’s worn around the throat.
[-2] Echoes of Many Beasts: Once per day, the user can declare what kind of beast the collar emulates. The user must wait until the next sunrise to change the animal -- and the animal type is reflected by a charm that manifests on the loop.

3
DF Spoilers / Svartalfs = SG-1 Asgard?
« on: June 29, 2019, 06:41:57 PM »
So it occurred to me in discussing Brief Cases that the Svartalves -- beings from Norse mythology -- look more or less like Roswell Greys, but use glamours to look human.

Which sounded familiar...

Anyone else think this might be a reference?


For reference


4
DFRPG / Spell [+1] -- Evocation needed?
« on: September 27, 2018, 04:34:06 PM »
A question on the Spell power presented in Paranet Papers, which you attach to a power to cast it as a spell, drawing and controlling power for its duration. The Spell power's description says you do it with Evocation, so my question is whether Evocation is a requirement for it.

In a new campaign I'm joining, I'm playing a thaumaturgist with a specialization in Biomancy, with an eventual goal of Listens-To-Winds style shapeshifting. The character doesn't have Evocation or even Channeling yet, so in looking ahead, I'm wondering if it would be possible to have, for instance, Beast Change or Modular Abilities with the Spell discount, without taking Evocation.

Thoughts?

5
DF Spoilers / Fistful of Warlocks -- Law Notes
« on: June 13, 2018, 09:52:41 PM »
So I got Brief Cases the other day, and when Luccio comes upon the necromancer card game, she briefly considers lighting them all on fire.

She dismisses the idea because the fire would probably burn the place down and the unspoken rule against using magic in front of civilians.

She does not, however, take into account that torching four men with magical fire would be breaking the First Law of Magic.

Harry has mentioned before a "self defense" clause, but I think this is the first time we have someone who is (or will be) a real authority on the laws and how they're administered considering using magic to kill.

What think y'all?

6
DF Spoilers / Jim Butcher AMA coming up
« on: May 31, 2018, 07:25:10 PM »
He's doing a reddit AMA on Friday.

I'm gonna presume we'll get some news about Peace Talks and Brief Cases at the very least.

7
DFRPG / Attack into a block twofer?
« on: September 26, 2017, 05:54:26 PM »
So a scenario that just popped into my head while writing up another post, I'm curious as to the board's thoughts.

Say a wizard is facing a bunch of ghouls. He wants to create a block, and decides to make that block a big wall of fire to keep them out.

One ghoul is at the head of the pack, and the wizard decides to time the raising of the wall of fire such that the ghoul gets caught in it and (hopefully) incinerated. Then, the block stays up and continues with some duration.

Doable within the rules? I'm thinking it might involve a compel or invoke of some aspect or another to get that extra mileage out of a single casting, at the least. Thematically, it'd make sense (after all, we've seen characters take damage, get injured, or even be taken out by running into blocks in the text of the books), mechanically I'm not quite sure.

8
DF Card Game / Card Discussion
« on: July 27, 2017, 12:47:51 AM »
So does anyone actually follow the rule about not discussing card specifics with your team? I don't see the point in it beyond making an already-hard game even more difficult.

Seriously, my track record with my normal game group (not newbies at coop card games by any stretch) is 1-4, and that's with everyone outright showing what cards they have to each other to strategize.

9
DF Spoilers / WK Mantle or Lawbreaker taint?
« on: June 29, 2017, 08:02:58 PM »
I'm probably off on this, but I'm as allowed to get in a good WAG as anyone. And I fully expect the same level of scrutiny I show y'all, so bring it on.

Consider the following:
1. Per Word of Jim, effect is as important -- sometimes more important -- than intent when it comes to breaking one of the laws. I.e., if you mean to kill someone with a fireball, but miss, you're impacted less than if you mean to just trip someone with a wind blast and they fall and break their neck.
2. Harry already has Black Magic taint from using magic to kill; possibly not only Justin, but the deaths at Bianca's house.
3. When he cast the Red Court Explode spell, it affected half-vampires.
4. Some of those half-vampires were really old, and their losing their half-vamp-ness caused them to immediately die.
5. Ergo, Harry caused the deaths of humans en masse when he cast that spell.

So, post Cold Days, what are the chances that his sudden murderous tendencies aren't just the Winter Knight mantle -- what if it's also the Black Magic taint from killing dozens of humans with that spell messing with his head?

Discuss, prove me wrong.

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DFRPG / Rejuvenation items and crashing afterward
« on: October 27, 2016, 06:14:42 PM »
So I decided to give my healer character a ring that can give her a pick-me-up during battle. Her Lore is 4, so I decided it would clear her mental stress track, once a session, with a crash after the scene in which it's used. I'm considering how that crash should manifest.

One option is to have her face a mental attack equal to double the number of boxes she cleared (i.e., if she used it to clear her whole track, that's an attack of 8 against her when things settle down).

Another idea might be to put the stress she cleared "back" afterward. So if, for example, she used the ring to clear her second, third and fourth stress boxes, then cast spells to fill up the first and second, when the stress comes back, she'd have a full stress track, then suffer a stress hit to box 2, either taking her out or forcing a consequence.

Another idea might be that the ring immediately up fills one of her consequence slots for its effect -- like she's rejuvenated, but suffers a Moderate mental consequence to reflect the strain on her.

Thoughts?

11
DFRPG / An end to the debate
« on: October 23, 2016, 11:41:00 PM »
So we've gone back and forth about whether taking backlash counts toward the targeting roll for an attack spell, and there's arguments for (a Weapon:5+ spell is mostly useless if it's only a 1 to dodge; taking the backlash logically means you're forcing the spell where you want it to go) and against (makes high-level magic nigh-impossible to dodge, while wizards are already overpowered).

I'm reading the Paranet Papers more closely today, and this example more or less settles things.

According to that example, if you roll a 6 and take 4 shifts of backlash to control a Weapon:10 spell, the attack roll is still a 6.

(And it would figure that I'd discover this limitation on wizards just as I'm about to start playing as one.)

12
DFRPG / Stunt Ideas: "On Your Feet, Soldier!" and "Second Wind"
« on: January 11, 2016, 03:33:56 PM »
So a couple ideas I had, both dealing with clearly stress boxes mid-scene. Idea the first:

On Your Feet, Soldier! (Presence): Once per session, you may roll Presence to attempt to clear another character's Physical or Mental stress boxes. You must declare which track you're attempting to clear before the roll. The number of shifts on your roll determines how many, and the level of, stress boxes you can clear (i.e., if you roll a 3, you can clear up to the third stress box on one track).

OR

On Your Feet, Soldier! (Presence): Once per session, you may spend a fate point to completely clear one stress track of an allied character.

I'm not sure which to go with -- the latter would be more of a sure thing, especially if you have allies with Toughness powers. Also not sure on the balance of either, though I think once per session, and the possibility of outright failure in the first version, keeps it in line.

Idea the second:

Second Wind (Endurance): One per session, you may spend a fate point to clear your physical stress track.

Thoughts?

13
DFRPG / Paranet Paper PDF Procurement Procedure?
« on: January 08, 2016, 04:26:57 AM »
So, I just got the book in the mail. Is there a PDF version available for download? I find them much easier to search through.

14
DF Reference Collection / He Couldn't Lose [SG Spoilers]
« on: June 18, 2015, 02:35:04 PM »
So I just realized something about the Hades sequence in Skin Game. Nicodemus and his crew were doomed the moment Harry beat them to the treasures. One of the most well known supernatural properties of the Spear of Longinus is that whoever is holding it is either literally invulnerable, or otherwise can't be beaten in battle.

And Harry has the head of the spear up his sleeve the whole time.


Curator's edit below:  -Serack
This topic has some great discussion, generally about what the items recovered from Hades' vault are.  Some of the highlights I'll link below.

Quantus shows evidence of what the "Knife" could look like
Eldest Gruff's (EG) equating the "5 items" from Hades' vault to 5 items of significance in the Passion of the White Christ.
Excellent Guesses by EG and Phariah about what the items do.

Somewhere around page 5 or 6 the topic morphs into a discussion of how mantles transferred, and specifically about the dragon Michael killed. I wouldn't provide links except megarows did an excellent writeup of the origins of the queens/Hecate here and an excellent follow up from EG here

For further discussion on the Relics see this topic

15
DFRPG / Sentinels of the Multiverse Characters
« on: June 10, 2015, 08:12:38 PM »
So this card game has me hooked, and like many other things that have had me hooked, I'm going to turn some of the characters into Dresden fodder. For whoever hasn't played, Sentinels of the Multiverse is a cooperative superhero card game, with characters analogous to many existing comic book heroes and villains (Legacy, for instance, is basically a mix of Superman and Captain America).

So without further ado, here's the Freedom Five

Name: Paul Parsons VII, AKA Legacy
The quintessential American Hero, Paul Parsons comes from a long line of strong and courageous men who, since the time Joseph Parsons' superhuman danger sense warned of the British invasion in time to warn Paul Revere, have fought for liberty and justice in the United States and the world over. Each of the Parsons in the line added a new power, and Paul leads the Freedom Five not only with his strength and toughness, but with his inspirational presence.

Despite his power and fighting ability, Legacy's real role on the team is to defend his compatriots, taking blows so they don't have to, and galvanizing them to perform better in the field.

High Concept: America's Finest Legacy
Trouble: Family Man
Aspects: Take One for the Team; For Freedom! For America!; "You're an Inspiration, Parsons"

Skills (45 points spent):
5: Presence, Empathy
4: Conviction, Endurance, Might
3: Fists, Athletics, Alertness, Discipline
2: Resources, Scholarship, Lore, Rapport
1: Driving, Guns, Survival, Craftsmanship

Powers:
Supernatural Senses (-1): Danger Sense
Supernatural Toughness (-4)
The Catch (+1): Particular types of radiation
Inhuman Speed (-2)
Inhuman Strength (-2)
Flight (-1)
Incite Effect (-2): Courage, At Range, rolled with Presence

Stunts:
No Pain, No Gain: Extra Mild Physical Consequence
Bend and Break: When successfully breaking an object with Might, increase the effect by two steps
Mighty Thews: When determining lifting capacity, treat effective Might as +2
Leadership: Presence +1 to command a group, and efforts to coordinate happen one time increment faster than normal
Personal Magnetism: When rolling Presence for a passive reaction to you, add +2
Teflon Persona: Armor:1 against social attacks
The Weight of Reputation: Use Presence instead of Intimidation to scare villains

Equipment:
The Legacy Ring - A simple silver ring that's an heirloom of the Parson's family, passed down from father to son since Joseph Parsons. Aspect: "Furthering Your Father's Legacy"

Total Refresh: -18

Name: Dr. Meredith Stinson AKA Tachyon
Already an accomplished and brilliant scientist, when an experiment gone awry gave her incredible super speed, Meredith Stinson used her power to accelerate her scientific endeavors to new heights, conducting numerous experiments at once, and performing research in a fraction of the time it normally took. As a result, she's responsible for cars that get 60 miles to the gallon, cures for cancer, and establishing the first base on Mars.

While she's more at home in the lab, when Paul Parsons recruited her for the Freedom Five, she jumped at the chance -- after the government promised to fund her laboratory, of course. In battle, she's good at putting out fires, able to take out dozens of minions, create solutions to environmental hazards, or run around the world to build up momentum and deck a pesky alien warlord back into space. Pushing past her limits, however, has its price...

High Concept: The Quickest Woman Alive
Trouble: Sometimes Scatterbrained
Aspects: Processes At A Mile A Minute; More At Home In The Lab; I Wonder What This Does?

Skills:
5: Scholarship
4: Athletics, Alertness
3: Fists, Endurance, Discipline, Rapport
2: Resources, Lore, Craftsmanship, Driving
1: Presence, Empathy, Conviction, Guns

Powers:
Mythic Speed (-6)
Pushing The Limits (-1): Can take a second action per turn at the cost of 1 mental and physical stress**Pending Rewrite**

Stunts:
Is this yours?: On a successful Athletics defense, you can forfeit your next turn to redirect the weapon rating of the attack at another target, using your Athletics roll as the attack roll.
Capable Researcher: Any scholarly research is done two time increments faster
Scientist: Physics, Particle Physics
High Quality Workspace: Personal Workspace is at Resources, rather than -2 below
Faster Than You Can Blink: Can make zone attacks with Fists ** Pending Rewrite **
Move faster, hit harder: Fists are Weapon:2 against unarmored, Weapon:1 against Armor:1, nothing against higher armor.
Move faster, hit better: Athletics modifies Fists attack rolls by +1 ** Pending Rewrite **

Refresh: -14

Name: Maia Adrianna Montgomery AKA The Wraith
A prodigy, well on her way to graduating with a double major in college at only the age of 17, Maia's life was derailed when she and her boyfriend were attacked by street thugs. Her boyfriend was killed, and she spent months recovering, after which she vowed never to be a victim again. With the help of her parents, the CEOs of Montgomery Industries, she hired martial arts masters to train her in defense, excelling in combat as much as she had in her studies. When her graduation present was to be made CEO of her parents' company so they could travel the world, she used those resources to create crime fighting equipment and gadgets, from then on patrolling Rook City from the shadows as The Wraith.

Without powers, The Wraith uses her martial arts skills and razor-sharp weaponry to take down villains and their minions with ease. Her always-present utility belt contains everything she needs to answer any problem, making her a valuable member of the Freedom Five.

High Concept: The Wraith in the Shadows
Trouble: Can I Ever Fix Rook City?
Aspects: Strike from the Shadows; High-Society Alter Ego; "The True Crimefighter Always Carries Everything She Needs in her Utility Belt"; It's a Hive of Scum and Villainy, But It's Home

Skills:
5: Weapons, Resources, Stealth
4: Scholarship, Investigation, Presence
3: Athletics, Alertness, Fists, Intimidation
2: Craftsmanship, Might, Endurance, Conviction
1: Discipline, Driving, Contacts, Lore

Stunts/Equipment:
On My Toes: Alertness+2 for initiative
Acrobat: Athletics+1 to survive fall, also to dodging if described colorfully
Jury Rigger: Repairs last two scenes longer than normal when jury-rigging
Pilot (Helicopter): Driving +1 for aircraft, +2 for helicopter
Supreme Concentration: Discipline is Fantastic whenever it would affect another skill
Redirected Force: On Fists defense, can skip next turn to turn defense into maneuver
No Pain, No Gain: Extra Mild Physical Consequence
Quick Eye: First investigation roll when on scene for deeper details happens two steps faster
Scene of the Crime: Investigation +1, arrive at conclusions one step faster on crime scene
High Quality Workspace
High Tech Toys: Use Resources to create gadgets instead of Craftsmanship
Lush Lifestyle: Can be assumed to have anything that costs up to their Resources score instead of at -2
Swift and Silent: When Skulking, moving penalties are reduced by 2
Good Arm: Can throw weapons up to two zones
Off-Hand Weapon Training: Add 1/2 of Weapon Rating of offhand weapon when attacking
Wall of Death: Can make spray attacks with Weapons

Refresh: -14 (including Pure Mortal bonus)

Gear:
Infrared Eyepiece (Aspect: I see you... [Used to boost Investigation rolls])
Throwing knives: Weapon:1
Stun Bolt: Creates aspect, 'Stunned'
Grappling Hook (Aspect: See you on the roof! [Boost Athletics climbing rolls])
Smoke Bombs (creates Aspect, Can't Hit What You Can't See on zone)
Microtargeting Computer (Aspect: Pinpoint accuracy [boost Weapons rolls and/or damage])

Name: Lt. Tyler Vance AKA Bunker
A long-time member of the US Army, Vance is the latest to wear the Bunker combat suit, designed to act as its own battalion, with the armor and weaponry to match. After successfully using it on the battlefield, Vance was approached by Paul Parsons, who offered him a spot on the Freedom Five.

With an array of weapons, a modular design and thick plates of steel, Bunker's at his best when he's wading into fire and laying down tons of flak in return.

High Concept: The Indestructable Bunker
Trouble: The suit does all the work
Aspects: Still In The Chain of Command; Dakkadakkadakkadakkadakkadakkadakka; "You Call That A Hit?"

Skills:
5: Guns, Endurance
4: Alertness, Presence, Discipline
3: Conviction, Athletics, Fists, Driving
2: Intimidation, Rapport, Empathy, Survival
1: Weapons, Contacts, Investigation, Scholarship

Powers:
Item of Power: The Bunker Suit (+2)
   Supernatural Toughness (-4)
   The Catch (+3): Armor Piercing rounds
   Inhuman Strength (-2)
   Modular Weaponry (-5)
    Flak Cannon (-1): Weapon:3 attack on single target, used with Guns
    Grenade Launcher (-2): Weapon:2 zone attack, used with Guns
    Omnicannon (-3): Weapon:2+X single target attack. Player can add 1 to the weapon rating as a supplemental action each turn

Stunts:
No Pain, No Gain: Extra Mild Physical Consequence
Tough Stuff: Armor:1 against blunt blows
Target Rich Environment: Add +1 to Gun attack rolls when outnumbered
Turret Mode: Bunker secures itself and lets loose with everything it has at the cost of defense. Guns is rolled at +2 to attack, while all defenses are rolled at a -2 penalty.

Refresh spent: -10

Name: Ryan Frost AKA Absolute Zero
Ryan Frost's promising life came to a halt when his fiancee was killed by a drunk driver. He lost all motivation, forfeiting his dream job, and drifted until he became a janitor at a chemical plant. His life took another devastating turn when an industrial accident wracked his body, leaving him unable to survive at any temperature above freezing. After several years in a chamber specially made to keep him alive, he accepted the government's offer: Join the Freedom Five in return for using a special suit that would let him walk in the world once again.

Much more cynical and bitter than his teammates, Absolute Zero can be a juggernaut on the battlefield, using his ice blasts and the heat byproduct of his suit to freeze and burn whatever gets in his way. But every time he lets out a blast of cold, he risks damaging his own life support.

High Concept: Absolute Zero
Trouble: A Danger to Himself and Others
Aspects: Not In This To Save The World; Cold as Ice; Freezer Burner

Skills:
5: Discipline, Endurance
4: Fists, Presence, Conviction
3: Athletics, Alertness, Scholarship
2: Investigation, Empathy, Rapport
1: Resources, Weapons, Might

Powers:
Thermodynamics (-4) (Sponsored Magic equivalent): Absolute Zero can make Ice or Fire effects, rolling Discipline to control, and determining power and stress through his Endurance instead of Conviction. Any Ice effect is a +1 in power.
Inhuman Toughness (-2)
Feeding Dependency: Cold (+1)
Supernatural Recovery (-4)
Physical Immunity (-8)
Stacked Catch (+6) (Only immune to Cold)
Fire Eater (-1): When Absolute Zero takes stress from a fire-based attack, he can reduce the stress of his next Cold-based action through Thermodynamics by 1.

Foci: Suit Gauntlets: +1 to Cold Attack Control and Power (2 slots)

Refresh spent: -12

I tried to get these as close to the feel and mechanics of the card game, but Absolute Zero and Bunker were tricky, so I welcome thoughts and comments.

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