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 - whitelaughter

Pages: 1 [2]
16
DFRPG / Bunyips
« on: January 21, 2018, 07:13:02 AM »
BUNYIPS

Bunyips are, according to the Unseelie Accords, Trolls – and are loyal to King Dovregubbens (when they remember that he exists). They signed on as Trolls because Bunyips have the sacred duty of preventing children from drowning in billabongs.

However, eviscerating the child is considered an acceptable way of preventing a drowning.

Any time a child drowns in Australian waterways (not the ocean though), the Fae Knights of both Courts go on a rampage 'punishing' the Bunyips, so the Bunyips will literally do anything to prevent a child drowning. Inspiring a healthy terror of the water is their primary strategy. The bite marks of a Bunyip appear the same as those as any predator that lurks in their water way; mostly commonly a crocodile – either Salt or Fresh – but also pig or dog.

Unfortunately, the right to take naughty children does not let them deal with negligent parents, so the Bunyips have close contacts with child protection agencies and charities, and some work in these agencies.

The typical response of a Bunyip to finding a drowned child is to eat the body and then shape shift to replace the child; sometimes arranging their 'death' shortly later, sometimes simply shifting to have the Living Dead Power plus some acceptable cause of death; othertimes simply replacing the child and growing up in mortal society. These Bunyips are the ones most likely to have a role in mortal society.

The known shapeshifting abilities of Bunyips makes them the preferred fall guys for all sorts of villains – if a Faerie has been witnessed doing something they wish to deny, they will typically cast a glamour of themselves turning into a Bunyip and slipping into the water in front of a convenient audience: more than one Bunyip has been lynched thanks to this trick.

Bunyips enter the Never Never via the muddy bottoms of Australian waterway; preferred entrances will be 'defended' with broken glass, barbed wire, bed springs and so on. Within the Never Never, the Bunyips have a wide realm of linked lakes; some subterranean, some on the surface, some floating the air: but in the sky their old enemy Tiddalik the frog is nailed to the roof by the drill bits of mortal water boring machines.

–------------------------------------------------------

A new born Bunyip has True Shapeshifting and Modular Abilites, but any Power or Skill used repeatedly will 'stick' and have to be paid for – with Form Points. These changes can turn the child into almost anything – including a Seelie! However a Bunyip's parents will encourage the child to be a Bunyip; for starters the child will not be allowed out of their home until they are Aquatic. The vast majority of Bunyip children become Bunyips; to reflect this, the base 2 points for Modular Abilities can only be spent towards Bunyip powers.

Musts:
A Bunyip must have a Trouble linked to their Bunyip nature; at the very least their obligation to prevent drownings, but often mistaken identities or nemeses determined to avenge a child.

A fully grown Bunyip will have:
[-1] Aquatic
[-1] Beast Change (to the local water predator). The oldest Bunyips will refuse to travel, finding changing to an unfamiliar creature distasteful. Younger Bunyips will still have True Shapeshifting [-4].
[-1] Claws
[-1] Emotional Vampire (Bravado) While they cannot feed on True Courage, anyone taking pointless risks is a potential meal. Note that rescuing a child from the Bunyip is always True Courage - much to the Bunyip's disgust (why didn't they rescue the child before it started drowning, hmm? Stupid mortals).
[-1] Incite Emotion (Fear) and older Bunyips have [-1] At Range.

Bunyips will frequently have Toughness and Recovery Powers; the Catch is always Cold Iron [+3]. If the Bunyip Hulking Size[-1], they will also have Human Form [+1] linked to both the Size and Claws. Bunyips with Diminutive Size[-1] are more likely to also have a Flesh Mask [-1]. Since the Bunyip chooses their other powers, even if inadvertently, these can vary wildly, and depend on the refresh level of the game.

17
DFRPG / Dwarfs
« on: January 17, 2018, 10:22:34 PM »
DWARFS

Originally from the Old World, the dwarfs have migrated across the world as their mines have played out. The bulk of Australian dwarfs came via the Californian goldfields in the 19thC, so usually have relatives in the USA; their long lives and ability to travel via the Never Never mean that they are frequently still in contact.

Dwarfs cannot use Fae Circles without help; instead they can enter the Never Never via mines, elf hills, dolmens etc. While that initially means facing a wall of rock, the dwarfs have honeycombed the Never Never with tunnels connecting their mines, feasting halls and so forth. In addition to be rigged to collapse or flood, the Dwarfs normally connect their tunnels via coal mines, so that in the event of a major invasion, they can torch the tunnel – uncontrollable coal fires are normally the result of the Dwarfs defending their realms from beings untroubled by water or rock.

The centre of Dwarfdom is currently the vast halls under Lightning Ridge: visitors to the halls often assume that the glittering walls of opal must be in the Never Never given their beauty! Lesser halls have walls embedded with silver or gold, where the dwarfs have mined beside the seam rather than down it.

While Dwarfs only heal when drunk (below) they are well aware of the dangers of their crafts, so will typically wait until after work to liquor up. Exceptions exist, of course.

While Dwarfs are sexually capable, the Fae requirement to exchange gifts of equal value expresses in a strange way with them: the pair can only have a child if the Dwarf has given their partner a gift of gold. The child will be dwarf-kin (below); referring to the child as a 'Changeling' will at best get you punched in the face, with a lecture about the use of a term that implies that they steal babies and replace them like cuckoos.

As miners and craftsmen of Summer, Dwarfs have a quite firm position on global warming: they're in favour of it. Telling them that their work is increasing global temperatures cause them to swell with pride. They are equally displeased with demands that they stop, and with claims that their work is not affecting climate.

Musts:

A Dwarf must take the following:
Fae Smith [-2] The Dwarf gains +2 on a Craft speciality of his choice; whenever Craftmanship can modify a skill, always gains +1; and gain make Dwarf specific equipment. (Non-dwarfs with this Power can make their own racial gear, obviously). For every Fate Point spent crafting a weapon, a Catch can be added to it; Inherited Silver, Iron, Salt are all common Catches to incorporated into these weapons.
Inhuman Recovery[-2], the catch is sobriety[+1]. Note that the Recovery power can remove intoxication, making minor healing abilities very useful against dwarfs in a fight.
Inhuman Toughness[-2], the catch is trappings of Winter[+1]. Dwarfs can work Cold Iron, but avoid taking it into the Never Never.

Items of Power:

DWARVEN ARMOUR [-2]
Description: Armor tailored to the wearer.
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.

Effects:

[-0] It Is What It Is. Either a helmet (Armour:1) and/or Breastplate(Armour:2) or full Armour (Armour:3). Modern suits normally appear as bike leathers and helmet, as one of the few ways you can conveniently wear a helmet day to day...and they are ideal in a traffic accident anyway.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose. The Dwarfs have exploited this to the maximum to increase the defensive value of the Armour.
[+2] One-Time Discount. Immediately obvious that you are wearing it, and that the defence is superrnatural will be obvious in a fire fight.
[-4] Supernatural Toughness. Four additional boxes of physical stress; these clear away normally after combat (the armour isn't being damaged, you are just taking some bruising from the impacts). This stacks with any other Toughness abilities you may have.
 An additional Armor:1.
[-0] The Catch Any aspect combat related Aspect can be called to aim a called shot for weak points (say, aiming for joints with a weapon or breaking a limb with Fists). If an Aspect is called for this purpose it cannot also be called to improve the attack.

DWARVEN WEAPONS [-2 or -3]

Description: Combat capable tool
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.

Effects:

[-0] It Is What It Is. A tool that can double as a weapon; the traditional axes, picks and mattocks have been joined by wrenches, scalpels and machetes over the years. They are typically alloys of metalliic salts with Iron and Salt, and often have been blessed.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1 or +2] One-Time Discount. Only a Weapon:1 can be easily hidden.
[-0] Surprisingly Heavy. You need a Might equal or higher than the level of the Weapon to use the Item, and your Might Modifies your weapon skill.
[-0] Tool. The Item is a tool, and your Craftmanship skill complements your Weapon skill when wielding it. Under certain circumstances, your Weapons skill might complement your Craftsmanship skill as well.
[-4] Supernatural Strength. However, this does not apply to lifting, nor to the Surprisingly Heavy Effect. Basically, once the weapon gets moving, not much can stop it.

Dwarf Kin


Typical Changelings, with two differences:
- a large number of Dwarf Kin aren't aware of their heritage, even if they have Dwarven abilities. Further, they bred true.
- Dwarf Kin can have a Feeding Dependency(Alcohol); if taken, this disappears when they make their choice. Sadly many Dwarf Kin live on the streets, their lives destroyed by this Stunt.

18
DFRPG / worth exploring dwarves, bunyips and others?
« on: January 15, 2018, 08:43:11 AM »
I've some thoughts for the supernatural down under; however given the forum being under Doom of Damocles, is it worth writing up? Would people be interested in such write ups?

Pages: 1 [2]