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Topics - Troy

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DFRPG / [DFA] Focused Practitioners!
« on: April 04, 2020, 12:43:40 AM »
I really love Focused Practitioners and I'd like to help contribute to their vast variety and lore. This is something I've been doing Reddit so I thought I'd bring it her because this community has always been so helpful and informative.

Each week I'm going to post a Focused Practitioner in the style of the Dresden Files Accelerated Mantle. I can confine them all to a single, easy to reference thread (I hope). Is there a type of Focused Practitioner you'd like to see and you're not sure how to stat it out? Maybe I can help. Please let me know Without further ado, I present to you...

Ectomancy
Ghost Whisperer: You can see and hear ghosts and they can see and hear you. Use Focus to create advantages when you gather information in this way. At the GM’s discretion your ectomancy operates at supernatural scale.

Summon and Banish: Mark Exhausted. You can summon spirits and ward against them with but a moment’s thought. When you summon, you may make yourself a beacon to all ghosts in your area or you may call out to a specific kind of spirit (Joey Ramone or murder victims or deceased accountants). The ghosts that respond to your call will carry out a single task that you give them (search the city, defend my home, answer this question) to the best of their ability. When you banish ghosts, they are expelled from your zone and cannot re-enter until sunrise or sunset, whichever comes first. If there is opposition to your summoning or banishing, you get +2 to Intellect to overcome.

Possession: Mark Burned Out. In the tradition of those who allow the loa to ride their bodies for a short time, you invite ghostly possession. Sometimes you do this in repayment of a debt to a spirit that has performed a favor to you; nothing is quite as good to a shade than the simplest pleasures of the earthly flesh. Most times, however, you do this in order to possess the knowledge and skills of the spirit invited to possess you. When you do this, you gain the aspect Possessed by [the High Concept of the spirit]  and temporarily change one of your aspects to also reflect the ghost. Switch the rating of any two approaches to reflect the ghost who has possessed you. You also gain the benefit of scale when performing actions in keeping with skills or knowledge of the spirit inhabiting your body. The possession lasts until sunrise or sunset, whichever comes first.

Stunt Suggestions
The Sixth Sense: You can perceive disturbances in the veil between the living world and the spiritual world. Such disturbances include possessions, hauntings, “thin” places where the spirit world crosses over with the material, and stranger things.

Spirit Contacts: The information you gather from the spirit world can be taken to the bank! You get +2 to Focus when you create advantages based on the gossip, rumors, and “eyewitness” testimony of ghosts.

Helping Hand: Either out of fear or respect, invisible spirits watch out for your well-being. You get +2 to defend using Haste in physical conflicts because they cause impossible coincidences to occur which protect you from harm.

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DF Card Game / Our First Game
« on: March 19, 2017, 02:13:16 AM »
I got my cards a few weeks ago and finally got a chance to sit down and play with two of my daughters (ages 11 & 8). They were a little frustrated because it took us so long to get going because I had the rules in hand and was doing everything step by step. That's mostly my thing: in every game I keep the rules on hand to make sure we're playing right until we get the hang of it.

We picked our characters. I was Harry, my 8-year-old was Murphy and my 11-year-old was Billy & Georgia. STORM FRONT was awesome and our cards were laid out in an almost chronological order. One of our rows was just Foes and Obstacles. The other row was Cases and Advantages, with our Range 6 Foe being The Shadow Man. Once we got the hang of things and the feel for what our characters could do, the girls really enjoyed it. Billy & Georgia were our heavy hitters, able to take out Foes left and right. Murphy was invaluable as an investigator for our Cases and as a means for us to draw new cards. My hand for Harry was mostly attacks and overcomes... and I didn't get the chance to investigate until the very end of the game.

My daughters' final verdict: It was fun and we're going to play again!

Also, I'm pretty sure we played on wrong and I want to take another crack at it.

I have a question though: Why is it important to have the characters' turn order randomized? The instructions say hand out the character decks randomly, or if we choose our characters, randomize the seating order. Why does that matter?

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DFRPG / Implications of "Always True" Aspects
« on: May 19, 2013, 07:40:20 PM »
Hey,

In the standard DF RPG, Aspects are Aspects and you can Invoke them and Compel them and that's pretty much it.

Under the refined rules of FATE Core, Aspects have this "Always True" quality. I have to admit that I find that more in line with how I imagined the game being played. I like this innovation a lot.

But I have ask... what would the implications of adopting that take on Aspects be for your standard DF RPG game?

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DFRPG / Purview of Evocation
« on: April 20, 2013, 02:11:27 PM »
Hola!

I'm new to the game and I'm interested in understand more experienced players' take on the various purview of the Elements of Evocation magic. I have read one small article that reminds everyone that, in addition to the obvious literal element, each element covers a sort of symbolic base. Air is tied to thoughts, while Spirit is tied to emotions. Earth is good at strengthening things while Water is good for dissolving things. Fire handles destruction but also purification. All this makes perfect sense to me and I was looking for expansions on these sorts of ideas.

For example: In addition to Air controlling winds and things like that, it is the element of motion and freedom. So any Evocation that might deal with motion and freedom would be an Air Evocation. This might include enhanced speed, flight, acceleration, deceleration, telekinesis-type thing. The book says that Air is suitable for fine manipulations, so it can be used to pick locks. I would say since Air is the element of freedom, an Evocation might not just pick a lock, I might just use it to put the temporary Aspect UNLOCKED on a door, car, or pair of handcuffs. Or use it to escape any confinement that isn't airtight.

Do you think those are appropriate uses of Air Evocations? Might one also use Air Evocations to enhance their senses or memory or perform quick & dirty Psychomancy spells?

What do you think? What do you think about the other Elements?

Thanks so much for your time!

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