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Topics - JGray

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1
DFRPG / More New GM Questions!
« on: August 21, 2014, 01:27:39 AM »
We're four sessions in to Ray of Sunshine and I'm pretty happy. I do have some more questions, though! Hoping y'all can help a fella out.

1. Counterspells in the book is under the Evocation rules. However, if someone is taking their time and setting up a circle in order to remove, say, a mind control spell on someone - can it be a Ritual instead?

2. How do you handle new characters coming into a game when it comes to phases 4 and 5 (Whose Path Have You Crossed?)?

2
DFRPG / Resources and Cost of Living
« on: August 02, 2014, 07:16:18 PM »
While I know Resources doesn't have to reflect a person's living conditions or the type of car they drive, I am curious if anyone's put any thought into how much one can afford for rent/mortgage and what sort of car they can afford with their Resources skill.

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DFRPG / Play Report - Ray of Sunshine Campaign
« on: July 31, 2014, 02:51:06 PM »
Ray of Sunshine is an Up to Your Waist campaign set in Orlando, Florida. The game opens around the time of Storm Front (before the Vampire War or the founding of the Paranet) but we've rolled the timeline forward so that the events of Storm Front are happening in 2014 instead of 2000. The campaign has a wiki with detailed themes, threats, locations and faces which you can find here.

The PCs of Ray of Sunshine are:

Pippa Cavallo
High Concept: Descendant of Epona
Hope: Peace, Quiet, Horses
Trouble: I Prefer My Horse
Other Aspects: Were You Born in a Barn?, Big Intimidating Dog, My Special Gladius, Tiny but Fierce
Skills: Athletics (+4), Survival (+4), Alertness (+3), Weapons (+3), Endurance (+2), Guns (+2), Resources (+2), Empathy (+1), Driving (+1), Lore (+1), Might (+1), Scholarship (+1)
Stunts: Acrobatics
Powers: Echo of the Beast, Inhuman Speed

Longfellow
High Concept: Spell Slinging Thrill Seeker
Hope: A Place to Belong
Trouble: Never Met a Risk I Didn't Like
Other Aspects: BFF Forever, Heart of Iron, Tricked Out Bike, A Different Job Each Week
Skills: Conviction (+3), Discipline (+3), Driving (+3), Craftsmanship (+2), Endurance (+2), Intimidation (+2), Performance (+2), Presence (+2), Alertness (+1), Athletics (+1), Guns (+1), Lore (+1), Stealth (+1), Survival (+1)
Powers: Channeling (Ferromancy), Ritual (Ferromancy), The Sight, Soulgaze, Wizard's Constitution

Sophia Rodriguez
High Concept: Agent of the Furies
Hope: White Picket Fence
Trouble: The Gun Always Whispers
Other Aspects: Never Far From the Barrio, Sting of the Scorpion, Defender of the (Mostly) Innocent, Struggling Law Firm
Skills: Scholarship (+4), Discipline (+3), Guns (+3), Alertness (+2), Athletics (+2), Presence (+2), Resources (+2), Contacts (+1), Conviction (+1), Empathy (+1), Endurance (+1), Intimidation (+1), Investigation (+1), Stealth (+1)
Stunts: Unshakable, Target Rich Environment
Powers: Item of Power (Sting of the Scorpion, a pistol empowered by the Furies): True Aim, No One Escapes Vengeance (functionally similar to 'All Are Equal Before God'.

Lucia Marie Santos
High Concept: Cat or Reporter?
Hope: The Truth Shall Set You Free
Trouble: Curiosity Killed the Cat
Other Aspects: Born in the Dream, Like a Cat With a Mouse, All About the iContacts, Fast Friends and More
Skills - Human: Rapport (+4), Contacts (+3), Investigation (+3), Empathy (+2), Presence (+2), Alertness (+1), Burglary (+1), Conviction (+1), Deceit (+1), Discipline (+1), Lore (+1), Performance (+1), Resources (+1), Stealth (+1)
Skills - Cat: Alertness (+3), Investigation (+3), Athletics (+2), Empathy (+2), Presence (+2), Rapport (+2), Scholarship (+2), Stealth (+2), Burglary (+1), Conviction (+1), Discipline (+1), Endurance (+1), Lore (+1), Performance (+1), Survival (+1)
Powers: Item of Power (Necklace of the Eldest Malk's Affection): Beast Change (Housecat), Human Form, Inhuman Speed, Marked by Power, Cloak of Shadows, Ghost Speaker

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DFRPG / Stats for Bob
« on: July 27, 2014, 10:50:31 PM »
I'm going to be playing a young spirit of intellect in an upcoming PbP. So, now I am wondering... has anyone ever done stats for Bob? Either the tv show version or the book version? I can't seem to find any.

5
DFRPG / Sample Combat Summary
« on: July 26, 2014, 01:45:51 AM »
As I mentioned in another thread, I ran a sample combat for my group to help them get used to the system. I'm posting a summary of it here, hoping that I can get a critique from more experienced GMs.

Participants
  • Pippa Cavallo, descendant of the goddess Epona. Armed with a gladius.
  • Sophia Rodriguez, agent of the Furies. Armed with a magic revolver.
  • Lucia Marie Santos, reporter with a necklace that turns her into a cat
  • Two ghouls

The Scenario: Two ghouls have been hired by Winter to steal Walt Disney's first ink brush. The team has been tasked by Summer to retrieve it. They've tracked the ghouls down to a graveyard. The ink brush rests on a stone coffin. One ghoul stands near the ink brush and the other is near the entrance. The graveyard is divided into two zones - zone #1 is the entrance to the graveyard. The characters and ghoul #1 are there. Zone #2 is the far side of the graveyard, where ghoul #2 and the ink brush are.

Initiative Order: Ghoul #1, Ghoul #2, Pippa Cavallo, Sophia Rodriguez, Lucia Marie Santos

First Exchange
  • I start with Compelling Sophia's "Agent of the Furies" Aspect. She's Marked by Power and the ghouls can sense this as a threat. The Compel means that Sophia will be attacking first. She chooses not to spend a fate point to avoid this and is awarded a fate point.
  • The ghoul slashes at Sophia with his claws. He rolls O + O + and has no Fists so his total is 2. Sophia rolls Athletics (+1) to dodge and gets + O O +. With her Athletics she has a 3. She dodges. Barely.
  • Ghoul #2, standing near the ink brush, sets up a Block. He'll intercept away anyone who comes near, preventing them from reaching the brush. He rolls Athletics (+4) to set up the Block and gets + O + -. A total of 5.
  • Pippa decides to run over and grab Disney's brush. Since she is changing zones the movement would be a supplemental action and would impose a -1 difficulty on her Athletics check. However, she has Inhuman Speed which negates this penalty. Unfortunately, her Athletics is Mediocre. She rolls O + O -. Her grand total is 0. This does not beat Ghoul #2's block and she's stopped from reaching the pen and now facing a slobbering ghoul.
  • Sophia has her gun, a present from the Furies, out. When she is acting in accordance with her mission she has True Aim. She levels the revolver on Ghoul #1 and pulls the trigger. She rolls O - + +. Add to that her Guns of (+3) and the True Aim Bonus of +1 and the total is 5. The Ghoul rolls Athletics (+4) with an Inhuman Speed bonus (+1). - O O - for a total of 3. The bullet hits. The Ghoul takes 2 stress from the attack result plus 2 stress for the revolver's Weapon rating. The Ghoul decides to take a Moderate Consequence (Big Hole in Chest) instead of the stress. Sophia passes the tag for the Consequence on to Lucia.
  • Lucia decides combat is not her forte. She shifts from human form to house cat form. That's a Supplemental Action so her main action this round will be at -1. Her intent is to stealthfully run across the graveyard and grab Disney's brush. She has Inhuman Speed in cat form so that will allow her to change zones and still take the action. She also has Diminutive Size, which gives her a +4 to Stealth checks and Cloak of Shadows, which gives her a +2 when in darkness (like a graveyard at night). Finally, her Inhuman Speed negates the +2 penalty I assigned for going Stealth while running. Lucia rolls + + O O. Her Stealth is +2. The final total is 9 (2 + 4 + 2 + 2 - 1). That more than beats Ghoul #2's Block of 5. She has no problem getting to Disney's brush and picking it up. Because she didn't use it, her Tag on Ghoul #1's Moderate Consequence is lost.

Second Exchange
  • Ghoul #1 has no idea that Lucia has grabbed the brush so he tries to take revenge on Sophia for shooting him. He attempts to use his claws to make her insides come outside. The Ghoul makes a Fists (+0) roll. + O + + for a 3. Sophia rolls Athletics (+1) to dodge. She rolls O + + - for a total of +2. Deciding she likes her organs inside her body, she spends a Fate Point to tag the graveyard's "Swampy Ground" Aspect. Ghoul #1, she decides, has unsure footing and this throws his attack off. She comes out unharmed. Barely.
  • Ghoul #2 is also unaware of Lucia's snagging the brush because of her very high Stealth check. He decides Pippa needs a haircut and swipes for her head. He rolls Fists (+0): + O - - for a total of -1. Pippa rolls Athletics (+0) and adds in her Inhuman Speed bonus of +1. Her roll is O + - +. Grand total of 2. The ghouls claws slice the air but not her.
  • Pippa thinks one good turn deserves another. She uses her gladius, which is in hand, in an attempt to behead Ghoul #2. She rolls Weapons (+3) for - + O O. Total is 3. The Ghoul scrambles back to avoid the weapon, rolling Athletics (+4) with an Inhuman Speed bonus of +1. The roll is + + + -. A total of 7. Ghoul #2 doesn't just scramble back but backflips out of the way.
  • Sophia takes a step back, points her magic revolver, and fires. These ghouls killed a security guard while they were getting Disney's brush and the Furies are whispering in her ear, demanding dark vengeance. She rolls Guns (+3) with her True Aim bonus (+1). Her roll is O + O - for a total of +4. The Ghoul rolls Athletics (+4) plus his Inhuman Speed bonus of +1. His roll: O + + -. His grand total is 6. Ghoul #1 ducks down as the bullet wizzes over his head.
  • Lucia has the brush in her little kitty jaws and she decides to run for the car.

At this point it was late. We decided to break and called it there. The team had the brush. They got in the car and they drove away. Had this been part of an actual adventure I would have done a chase sequence.

So... how bad did I mess it up?

6
DFRPG / The Forest People
« on: July 18, 2014, 02:03:33 PM »
One of the Faces in my Orlando campaign is Sings to the Heart, a skunk ape (Florida branch of the Forest People) who writes romance novels.

I've looked but I can't find any speculation or write-ups on Forest People in general and Strength of a River in His Shoulders for the DFRPG anywhere. Has anyone tackled this topic?

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DFRPG / New GM Questions
« on: July 13, 2014, 08:19:15 PM »
Hello. I have gotten to run a couple of test scenarios for players in an attempt to learn the rules. I have been able to answer most of the questions that arose by going back and rereading the rules but a few are confusing me and I hope y'all can help.

1. How are the stress boxes gained from Toughness powers affected by the Catch? If a goblin has a physical stress track of OOO(OO) due to Inhuman Toughness and suffers 4 points of Physical Stress from an iron weapon do I mark off the 4th stress track box or is he Taken Out?

2. Can a block be used as an attack? For example, if X says she will cover Evil Dude with her pistol and shoot him of he seems to be attacking would that be a block that inflicts Physical Stress?

3. If a ferromancer (Mage who works with metal) uses evocation to wrap a chainlink fence around an enemy (and uses extra shifts to purchase pronounced duration) is this counted as a general block that prevents most actions or a grapple that let's the Mage still take other actions? Or is it a maneuver that adds an Aspect?

4. Evocation focus items need to be declared as offensive or defensive. What if they are used for maneuvers or blocks? If a block is cover fire would that be considered offensive or defensive? Is a maneuver to put an Increased Personal Gravity Aspect on a target considered offensive or defensive?

Thank you very much for humoring a GM who is new to this system.

8
DFRPG / Seeking NPC Feedback
« on: July 10, 2014, 03:09:04 PM »
Me again. I'm still working on my first DFRPG campaign and setting it in Orlando. I've worked out city themes and threats, locations and faces. Now I'm working on giving those faces stats. I've done four so far and I'd like some feedback from more experienced players and GMs, please. Any is appreciated.

Jim Obaya
High Concept: Frustrated Cop
Trouble: On the Outside of Everything
Aspects: Orlando Native, To Protect and Serve, Cop of All Trades

Skills
Great: Conviction, Investigation
Good: Contacts, Guns
Fair: Endurance, Drive, Fists
Average: Alertness, Discipline, Intimidation, Rapport

Stunts: Scene of the Crime, Person of Conviction
Powers: Bless This House, Guide My Hand, Holy Touch (all based on his belief in justice and his faith in his badge)

Physical O O O, Social O O O O, Mental O O O O

Refresh: -5

Lady Shade (Pure Mortal)
High Concept: Modern Day Fagan
Trouble: Teetering at the Top of the Food Chain
Aspects: All the World's a Stage, Clever Fingers, A Different Home Every Night

Skills
Superb: Deceit
Great: Contacts, Performance, Resources
Good: Burglary, Presence, Scholarship, Stealth
Fair: Alertness, Discipline, Empathy, Endurance
Average: Athletics, Conviction, Driving, Fists, Guns, Lore

Stunts: Paranoid? Probably, Hairpin Maestrom, Ear to the Ground, Make-up Artist, Pick-Pocket, Takes One to Know One, Impersonator, Leadership, Teflon Presence, Filthy Lucre, Forgery Expert, Blend In

Physical O O O, Social O O O O, Mental O O O
 
Refresh: -12

Gary Schwartz (Pure Mortal)
High Concept: Tobacco Artist
Trouble: Human in a Strange Land
Aspects: Supernatural Groupie, Lounge is Accorded Neutral Ground, Conductor on the New Underground Railroad

Skills
Great: Craftsmanship (used to blend tobacco flavors)
Good: Contacts, Empathy
Fair: Lore, Rapport, Resources
Average: Alertness, Presence, Scholarship

Stunts: Junkyard Artiste, Quality Workspace

Physical O O, Social O O O, Mental O O

Refresh: -2

Moondove
High Concept: Psychic Hippy Grandma
Trouble: Heart Three Sizes Too Big
Aspects: My First Crystal, Spiritual Leader of Cassadagia, In Love with George

Skills
[Good: Conviction, Discipline
Fair: Empathy, Lore, Rapport
Average: Presence, Resources, Scholarship

Stunts: Counselor
Powers: Ritual (Divination)
Focus Item: Crystal (+1 to Divination)
Enchanted Item: Rose colored glasses (provides Armor:2 twice per session)

Physical O O, Social O O O, Mental O O O O

Refresh: -3

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DFRPG / Orlando for the DFPG
« on: July 01, 2014, 01:14:03 PM »
I'm setting up my DFRPG campaign and we've decided to use Orlando, FL for the location. My players have deferred to me when it comes to city creation - I'm keeping them in the loop and taking suggestions but I'm doing most of the heavy lifting here. I thought I'd post what I have so far and get ideas/feedback if possible. Thank you.

Orlando, Florida - the City Beautiful

Theme #1: The city's economy is forever entangled with Disney and the other theme parks. This has resulted in rapid expansion of Orlando from a sleepy town to a major city but it has also trapped much of the population in the service industry - low paying jobs serving pushy and often cranky outsiders. Disney and the parks are the biggest part of Orlando's identity as a city and yet it has very little control or input into them and, like every other large chain, the parks run right over local businesses.

Aspect: Addicted to the Dream

Faces
  • Jim Obaya, Frustrated Detective - Everytime he comes up against Disney in an investigation he loses.
  • Lady Shade, Modern Day Fagan- Organizes the pickpockets who prey on the tourists.

Theme #2: There are hundreds of lakes in the Orlando area and much of it is swamp land with streams that feed the lakes. Add to that the sudden, localized, flash thunderstorms that pop up almost every day and magic becomes problematic. Long term spells or spells cast over a distance are difficult at best.

Aspect: Magic Always Dies

Faces
  • George P. Colby the Third, Spiritualist Wizard - His grandfather founded an island commune of psychics and minor talents in Orlando years ago as a place to research the phenomenon of running water grounding out magic. George inherited the community and the experiments after grandpa died in an explosive lab accident.
  • Kate Cicero, Mistress of Transformation - Kate is a renegade sorceress taking advantage of the large amount of running water in the area. She specializes in transforming people into animals against their will and Orlando is a good place to hide from the Wardens. Scrying magic is hard there. Most of the magic wielding bad guys we see in the books are necromancers or mind manipulators or flat out killers. I thought it would be interesting to see someone who specialized in breaking one of the other laws.
  • Adam, Monster Turned Leader - Adam may be the original Frankenstein's Monster. After decades of wandering he has decided to organize those like him - those who have been created and given life but not born. He searches out and brings golems, intelligent constructs and living statues to Orlando to live together in what he hopes will be peace.


Threat: Tourism in Orlando is at an all time high but so is crime. Wages are stagnant for much of the population while the rich just get richer. The weather's growing hotter and more extreme every year and, despite being inland, the hurricanes are starting to have an impact. Many of Orlando's residents feel like their pushing Sisyphus's boulder uphill and they have to wonder: what's the point of even existing?

Aspect: Summoning the Final Maelstrom

Faces
  • Niles the Nihilist, Everybody Wants to End the World - A guy with some magical talent who has learned to tap into the depression and ennui of the city. He's hoping to use that power to summon the mother of all hurricanes to destroy the city. Why? Because he wants to prove nothing actually exists.
  • Mary, Cheerful Ghost... or Maybe Something More? - Seemingly the ghost of a young Victorian girl who haunts the area around Hamburger Mary's eatery. Unlike with many ghosts, seeing Mary makes people smile.

What is the Supernatural Status Quo?
The two largest supernatural factions in Orlando are the Summer Court and the Court of Veils (a small group of dream eating vampires). House Skavis of the White Court nibbles around the edges, unknowingly encouraging the Niles the Nihilist, an idealist who wants to prove reality is a lie by destroying the city. The Red Court hides, building a power base right under everyone's noses (for the purposes of our game the vampire war never happened) and the Winter Cout of the fae is content with causing mischief wherever they can. The White Council's only presence in Orlando is a grumbling lab rat of a wizard while the mysterious Adam makes everyone nervous as he brings more and more of his "people" to the city.

What is the Mundane Status Quo?
The city lives in a co-dependent relationship with Disney. Because of Disney the city has grown tremendously but also because of Disney, Orlando doesn't have the resources it needs to deal with being so large. The wealthy know about the problems in the abstract but because they don't see them directly the problems don't get solved. The city government is making an honest effort to bring in more industry and higher paying jobs but for every hundred of those created there are thousands of low wage service sector positions made. There's growing discontent which translates into both a higher crime rate and a higher suicide rate.

Locations

Cassadagia
An island commune of roughly 30-40 psychics (some with genuine abilities) founded long ago by a wizard named George P. Colby. He wanted a peaceful place to work on his experiments looking into the phenomenon of how running water grounds magic and found minor talents made excellent lab assistants. The original Colby died in a lab accident but his grandson is carrying on the experiments. Some of the island's residents still assist him but most go out into the city by day to earn a living in Orlando's many fortune telling shops.

Aspect: Real Magic Hiding in Plain Sight

The Face: Moondove, Grandmotherly hippie psychic - An empath and holdover from the 60s, Moondove is mother hen to the rest of the psychics on the island. She also make sure George interrupts his experiments long enough to eat and sleep.

Disney World
The world's most famous theme park and, though the Imagineers (probably) don't know it, the home to Summer power in Orlando. Disney is the perfect home for the Summer fae - magic is everywhere and the park is full of dreamers and, yet, everything is perfectly controlled down to what sorts of birds are in which section of the park.

Aspect: A Dream is a Wish Your Heart Makes

The Face: Princess, Disney Enamored Summer Rep - The representative of the Summer Court in Orlando is a Sidhe who adores Disney. Each day he dresses up as a different Disney Princess and wanders the park. If you wish to do business you must figure out which Princess he is and find him.

Moon Tree
Located on the grounds of the Kennedy Space Center Visitor Complex, this tree was grown from a seed that traveled to the moon and back. It has become the home of a group of very odd wee folk.

Aspect: Out of this World

The Face: Zeebork R9, "Alien" Pixie - Leader of a troop of wyld fae who believe themselves to actually BE from the moon. Or at least enjoy pretending that they are.

Dattani
A theater that specializes in providing entertainment to Orlando's small but growing Indian community. In addition to showing Bollywood movies on the screen, the theater regularly shows live performances on stage.

Aspect: A Touch of India in Florida

The Face: Akshay Patel, Court of Veils Organizer - The most powerful member of the Court of Veils (dream eating vampires) in Orlando, Akshay doesn't so much lead his fellow vampires as he organizes them to make sure they socialize and band together against outside threats. His main focus is the White Court and the occasional Black Court troublemaker. He has no idea the Red Court is growing right under his nose.

Skyhouse(tm) Orlando
A 23 story, self-sustained luxury apartment complex complete with gas pumps in the garage, a restaurant, bodega and hair salon on the first floor and gym and pool on the roof.

Aspect: Upscale Home of Evil

The Face: Biff Holloway, Yuppie Red Court Vampire - The spearhead of the Red Court's efforts to gain more power in Florida. Biff has chosen Skyhouse, Orlando's newest and most exclusive luxury apartment complex as the base of his efforts. He is slowly addicting residents to his saliva and pulling them under his sway. He hopes to use this to prove his worth to the court and gain a noble title and the right to reproduce.



That's all I've written up so far. I'm in the process of creating more. Please let me know what you think. I appreciate any and all feedback. Thanks!

10
DFRPG / Advice on a new vampire court
« on: June 30, 2014, 11:54:06 AM »
I'm currently working on a new vampire court for my upcoming DFRPG game. It is set in Orlando, FL and I thought that a small, unique group based there would be fun both for in game reasons and as an exercise to help me learn the rules better. I did a bit of peeking around at various vampire legends and took inspiration from both Indian (of the Asian variety) and Albanian myths. I don't have anything fancy written up yet but I'll put my thoughts here. I'd love some feedback from more experienced players and GMs. I'm trying to make a group that could fit into the Dresden world and who aren't either overpowered or special snowflakes. Thanks!

Court of the Veils
* Originally born out of India.
* Feed on the dreams of humans.
* Able to use the dreams they feed on to empower themselves.
* Make use of ectoplasm when using their powers.
* A new Veil Court vampire is made when an existing one feeds off a victim who was born with a caul on her/his face or head. That's roughly 1 in 80,000 people. So, they have very low numbers.
* Like many supernatural beings they are weakened by thresholds. This causes a problem because their victims are often safe and in bed. Hotels, however, have weaker thresholds. Because of this they've centered in Orlando which has more hotel rooms than any other city in the US (except Vegas, which is much more dangerous for a small group).
* Victims wake up feeling tired and drained, unless they are fed on until death.

Build

Dream Vampire (-1) 
Feeding Dependency - Dreams (+1)
Gaseous Form (-3)
Glamour (-2)
Human Guise (-0)
Incite Emotion - Lethargy (-1)
The Catch - Vulnerable to items and rituals that disrupt and bind ghosts (+1)
The Sight (-1)

Refresh Cost: -6

I see them as being able to use the dreams the devour to power themselves - to inspire sleep (incite emotion), to craft illusions (the glamour) and to turn themselves into brief manifestations of dreams (the gaseous form). And since they are so closely tied to dreams they are more capable of seeing through the falsehoods of reality (hence the Sight).

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DFRPG / Which Template for an Item of Power empowered character?
« on: June 29, 2014, 01:06:10 AM »
One of my players wants to play a character who is a human being with an Item of Power. The item will turn her into a house cat. My question is, is there a template that fits this concept? None of them seem quite right.

* Pure human seems out because the character has an item of power and, therefore, a magical ability (even if it can be removed).
* Minor talent doesn't seem right because the item of power will probably cost more than -1 or -2 refresh.
* Emissary of Power doesn't seem right because there's no indication that having the item means the character works for someone.
* Were-form doesn't seem right because this is from an item and not an internal power.

So, what do y'all think? Any help is appreciated.

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