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Topics - Jabberwocky

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DFRPG / Regaining lost abilities due to Hunger Stress
« on: February 16, 2016, 09:18:03 AM »
Has anyone worked with this past the "one point = one scene (killing = all points in one scene)" system? Currently I have the following situation on my hands (as a GM, that is): A PC werewolf is having a "twilight-esque" :-) affair with a Red Court Vampire NPC. Don't ask me much more. Some politics is involved and while the RCV managed to addict the werewolf to her venom she, having already been a junkie, developed an addiction to the werewolf blood herself. God knows where this will lead :-) Last session they managed to snatch some cocaine from the local organised crime but they also went in over their heads with a ghoul guarding the inside of the van. The vampire got some serious bashing and currently has all the consequences (except extreme) filled and she also failed her Discipline roll regarding Hunger stress and lost 4 points of her abilities. Now, the werewolf grabbed the drugs and the unconscious vamp and hid in the tunnels under the Petřín hill. For next session I'm planning on letting them get lost in the tunnels, have some Nevernever encounters and witness something very important for future development. As you can see, skipping scenes is not an option. I need to count her feeding in-game, not on the meta level. The ratio "one consequence inflicted = one point of lost abilities regained" came to my head but if anyone had another idea it would be helpful. I suppose that the werewolf will have to feed her his blood (probably after my compelling her and a bit of fighting) if he wants her going and being helpful. Thank you!

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DFRPG / A quick question regarding Grapple
« on: February 12, 2016, 09:38:35 AM »
Gentlemen, I have a question regarding the grappling rules. As a supplemental action the grappler is allowed to make an unopposed manoeuvre and place a temporary 1-shift aspect on his opponent. Is it possible to tag this aspect in the same round for maintaining the grapple? According to RAW it seems to me that it is possible – the supplemental action goes first. On the other hand this makes the "not doing anything, concentrating on the grapple" option useless. If the grappler doesn't use the supplemetal action he gets +0 for maintaining the grapple. If he does the supplemental action manoeuvre, he gets -1 on the subsequent roll but also a +2 for tagging the aspect, which makes a +1 at the end. Thank you for your thoughts.

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DFRPG / Some Red Court Ideas
« on: January 12, 2016, 02:03:38 PM »
Before Christmas, some South American "Indians" usually come to Prague to perform music and earn some money. It occurred to me that in fact they could be RCVs visiting, maybe checking on the local situation, hunting a little and such. Than I came across a group who used the CO2 smoke effects (I don't really know how you call this in English) and it came to my mind that the vampires could be dispersing their saliva that way into the audience to influence them and make them to an easy prey. The next logical step was – air-condition! A clever vampire who runs a business or generaly owns a building could be dispersing their saliva in low concentration through the air-condition to exercise slight but constant influence over anything and anybody in their environment.

How would you treat such a situation? A scene aspect that the vampire can tag once in every scene, for example? It opens other possibilities, of course, such as someone (the PCs maybe) hacking such a device and jamming its effects and so on. Someone may find these ideas useful in their game…

(Btw., I haven't read JB's books; there might be something similar in them, I don't know.)

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DFRPG / Ferat the Vampire Car - Spirit of Bloodlust
« on: November 22, 2015, 10:13:17 PM »
Guys, I've been trying to design a spiritual entity possessing cars, based on the Czechoslovak 1982 film Ferat Vampire. The concept ist on Toonstore but, to be frank, I'm not satisfied with it. How would you design such an entity? I'm considering to give it at least some Toughness power when in the transient spirit form but what could be, for instance, the Catch? Any thoughts? Thanks in advance!

Ferat (the true name of the entity is unknown) is a spirit of bloodlust, not dissimilar to what the Red Court vampires bond to their souls and bodies. The chief difference is: 1) Ferat doesn't seem to have any interest in propagating or any other agenda than feeding and eventually killing, and 2) Ferat is only able to bond with a car. Once bonded, it either sucks the blood of the driver or urges the driver to crash the car, wrecking it and creating as much carnage as possible. Only then is the spirit able to possess another car. This is also the only time when Ferat can be fought directly.

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DFRPG / Medusa
« on: September 15, 2014, 06:28:35 PM »
With Sanctaphrax's approval I'm starting this topic anew.

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DFRPG / On Angel(s) and Devil(s)
« on: July 20, 2014, 04:34:27 PM »
Hey folks. Some of you might have noticed that I'm GM-ing a DFRPG campaign in Prague, Czechia. In this topic I would like to start some brainstorming. There is a very busy place in Prague which is called Anděl (Angel in English). I feel that it deserves to be an important spot for our campaign and I have some ideas but I would like to ask you for your ideas, as well. How would you handle a place with such a name in your game? The obvious thing is Denarians but it seems too straightforward to me. Some more information on the area: click and click.

This brings another idea to my mind. In a different part of the city there is a neighbourhood called Ďáblice. Ďábel is Devil in Czech so a rough translation could be Devilville (or even She-Devil as a different translation approach) or something similar. More info: click. I feel that there should be maybe some kind of connection or tension between those two areas but they are just half-baked ideas. Please, feel free to post anything that comes to your mind.

As for the general idea of our campaign: a common Czech epithet of Prague is stověžatá (with a hundred towers). I made the towers the central part of the campaign. Some of them work as nodes in a magical pattern (chronomancy and potential lawbreaking ahead) and the major baddies (especially the Summer Court) will try to capture them for their use.

Thank you for your input.

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DFRPG / RCV and Mental Consequence
« on: May 10, 2014, 05:46:02 PM »
Gentlemen, how would you handle (both rules-wise and story-wise) such a situation? I mean, how would you work with the mental consequence and the vampires' approach?
Full story: click
TL;DR version: The PC Josef gets addicted to Kateřina's venom and gets a mild (Crush on Her) and a moderate (In Love with Her) consequence in two consequentional contests on two separate occasions. He likes her and is compelled regularly to try to see her.

Now, does seeing her (and potentially sleeping with her, being fed off, etc.) prevent recovery from even starting? Should I call for more consequential contests? Or do the consequences "heal" eventually, while the temporary aspects remain if they keep seeing each other?

As for the motivation of the dramatis personae. Kateřina is an RCV brat and doesn't give a damn about Josef but: 1) She likes the taste of his werewolf blood and doesn't want to lose access to it; 2) Bianca* is extremely interested in the PCs, too, and in Josef in particular because she currently lacks reliable allies and a werewolf in your pocket can come really handy, if used at the right time. The PCs have already worked for the scheming Bianca and they captured Kateřina's father and handed him over to Bianca. Having lost access to her dad's assets Kateřina is probably going to swear allegiance to Bianca who in turn will probably encourage her to see Josef further. This is the basic plan but, of course, things may change and a little brainstorming always helps :-)

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* I know, I know, not original, but I really liked the name and the general concept of the character so I merged some characteristics of book Bianca and TV Bianca as a basic concept and added a lot of detail and backstory suitable for Prague - it's quite a different character now. Besides, my players know neither the books nor the TV series, not even Jim Butcher's name :-)

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DFRPG / Flesh Mask vs. Clothing, Armour, etc.
« on: April 19, 2014, 01:45:03 PM »
How do you people approach the Flesh Mask power? Does it generate a naked "body" and the character then has to wear something, or is the clothing a part of the Mask? Can such ectoplasmic "clothing" be taken off, then? What about wearing armour under a Flesh Mask? I mean, a smart RCV could probably go with KevlarTM on its belly to protect its vulnerable spot. Thanks for your input.

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DFRPG / Apects / FP system vs. roleplaying
« on: October 31, 2012, 11:58:10 AM »
Hello everyone. I am new to the Fate system and the DFRPG and I have some questions regarding the whole aspect / fate point system. The main question is: Doesn't it hamper the roleplaying experience? Don't get me wrong. I have been GMing for twenty years now and I have played many games. I started with AD&D and its Czech clones, we have played Shadowrun for ten years on (I ran a single Moscow campaign for ten years IRL :-) than D&D again (Greyhawk and Eberron), White Wolf's WoD, Fuzion with Alien/Predator plugin by Chris Tavares Dias, Battlestar Galactica based on the Cortex system ... there were many. We even played a campaign in Hell (Infernum, anyone?) And with passing years we moved from the hack&slash phase towards roleplaying and deep in-character experience. Some of my best gaming experiences come from sessions where not a single die was rolled.
I'm halfway through the books now but I'm a bit sceptical about the said Aspect / Fate Point system. Doesn't it get the player's attention from in-character experience and storytelling more towards game mechanics? I mean, why use it in the first place? It's probably an excellent cinematics means but does a good roleplayer need it? Example from the rulebook: Location aspects. A dark warehouse has the aspect SHADOWED CORNERS (YS 113) so the PC can use stealth. But we don't need aspects and fate points moving  across the table to utilize that. A good and attentive player comes up with the idea anyway and with the dim lighting the GM just modifies the difficulty accordingly without even needing to tell the player about that. Another example are compels. A good roleplayer doesn't need being compelled to do something which is part of the PC's background and/or description. In one of my games a street thug PC joined the army - and the PC was in problems every session due to insubordination and lack of "army spirit". No one needed to ever compell the player. In another game there was a bard suffering from the bipolar disorder. Both her manic and depression phases were played out very well, without compelling the player to do that at all.
Many games have some sort of point system and game mechanics that enable the PCs to modify events in their favour to some degree. In Shadowrun it's called Karma in other systems it has other names. It doesn't matter really as it's either used sparingly or at least not subject to constant trade. In Fate system and DFRPG it's different, Aspects are a core mechanic. And I'm not sure I like it.
So, please, could you relate your gaming experience with this mechanic? Thanks.

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