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Messages - Korwin

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61
DFRPG / Re: What's the most munchkin character you can build?
« on: May 12, 2010, 12:25:11 PM »
The list is there as an example of existing NeverNever NPC's and their Conviction scores.
As guidline for stating other NPC's.

Also, even assuming you go with those scores, those are alot less powerful than a -49 Refresh, and there is a clear ascending hierarchy, it just goes a bit slowly. But even by those standards (say, 1 point of Conviction every 10 Refresh, rounded down), the dragon would have a minimum of Great or Superb Conviction.

Even with Superb Conviction, its trivial easy for an Focused Summoner to Summon and Bind it.
(Superb +5, +4 best possible dice roll = +9 without Fate Points).
Asses two Aspects for the Containment Ritual and you have nothing to fear.

Quote
Yeah, that works fine. And can be killed casually by anyone with a sword or gun.
Sword OK, Gun would need special munition.
And if we use not an Fae as Parent but something other from the Nevernever it looks different.
And the Char. has two Enchanted Item Slots, an Lore of Superb and Thaumaturgy, so it would be prudent for the Char. to get an Enchanted Armor Item asap.
Better idea: Downgrade Thaumaturgy to Ritual: Summoning. Get an Extra Refinement for Enchanted Item Slots and let an dedicated summoned Item Crafter make your Magic Items.

Casually by anyone with an Sword? Even if we keep the Iron Catch. Not seeing it.

On the whole, I dont see the problem with the Char. per se, but with the Summoning/Binding rules.
So my House-Rule is: More complex NPC's need a higher complexity (Summoning-)Ritual.
(And that would fit into the Summoning of the Erling. Harry got the Summoning Ritual from Peabody [well his book], but the Containment-Spell was Harrys [and would still be based on Conviction and be possible])

Summary:
Even if you give all NeverNever NPC's an Superb Conviction, its still trivial easy for an Summoner to summon and bind them. There is no in-Game reason why
(click to show/hide)
had such whimps as cannon fodder.

62
DFRPG / Re: How to Summon and Bind an Demon
« on: May 12, 2010, 12:00:23 PM »
The Giant Scarecrow -25 refresh cost (in shapeshifting variant)
Conviction of Average or Fair

63
DFRPG / Re: What's the most munchkin character you can build?
« on: May 12, 2010, 11:27:12 AM »
As for the dragon-thingy, I'd rule that to power that you need either a ridiculously old, potent, and strong-willed spirit, or an AI so complex and intelligent it will rapidly gain such qualities and escape your control easily.

While the Dragon Thingy is way over the top, where do you draw the line?

Some examples of Entities and Willpower (Conviction):
Chauncy - Fair
Kalshaza - Mediocre
Shen - Mediocre
Cobb  - Mediocre
Elf - Mediocre
Bucky - Mediocre
Hammerhands - Mediocre
The Reaper - Mediocre
Giant Scarecrow - Average or Fair
Goblin - Mediocre
Elder Gruff - Average
Hellhound - Mediocre
Hob - Mediocre
Malk - Mediocre
Nixie - Mediocre
Ogre - Mediocre
Pixie - Mediocre
Shellycobb - Mediocre
Sylph - Mediocre
Bridge Troll - Mediocre
Spectre - Average
Library Ghost - Great
Hecatean Hag - Great
He Who Walks Behind - Good
Tentacled Horror - Average


64
DFRPG / Re: Campaing Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:56:03 PM »
reserved5

65
DFRPG / Re: Campaing Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:55:29 PM »
reserved4

66
DFRPG / Re: Campaing Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:54:30 PM »
Aspects

Setting/City Aspect: An empty Throne

Background: Oberon was an joke/boast from an Fae (yeah, he was named Oberon), he got himself killed shortly after his boast of beeing the king of the Fae...

But his boast lived on... Books got written about an Oberon the King of Seelie and Unseelie Fae.

He got good marketing.
Additionaly Mortal talked about a balance in the nature (Naturgleichgewicht), if damaged it would give away to global warming...

And an Throne got formed in the unconciousness of the Mortals.

But the Throne is empty...
Who will claim the Throne?
To unify Fairy against external Threads?
To balance the Queens, to help the weaker one.


67
DFRPG / Re: Campaing Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:53:27 PM »
NPC's

High Concept: Mistress of the Winter Forge
Trouble: Greedy
Other Aspects: Long-Term-Planer, I breed my own Army (preferable with Wizards), My Mortal Children are part of my Web, My Immortal Children are my Enforcers

-4 Supernatural Speed
-4 Supernatural Recovery
+3 Catch: Iron
-4 Greater Glamour
-2 Incite Lust (Ranged, Lasting)
-4 Unseelie Magic
-2 Ritual: Item Creation
--------------------------
-17 Refresh

Note: Possible Mother for Changling PC's




High Concept: Demonic Escourt Assasine


-3 Item of Power
+2 Item Bonus, a Cloak
-2 Glamours
-1 Beast Change*
-----
-1


* The Char turns into an D&D Succubus (with non-functional Wings).


-2 Ritual: Item Creation    


-4 Supernatural Recovery
+3 Catch: Salt   
-----
-1



+1 Human Form
-1 - Emotional Vampire**
-1 - Incite Emotion**
-----
-1


** When using this Powers, the Char. gains black Eyes and and the room temperature gets higher (think Withe Court, only warmer instead of colder), small Horns sprout…


-1 Refinement x 4   -4
-----
-4

(10 Focus Item Slots) +5 Item Crafting Power Focus, 10 Enchanted Item Slots.


Skills:
Superb 2: Lore, Resources
Great 2: Altertness, Deceit
Good 2: Presence, Guns
Fair 3: Guns, Athletics, Endurance
Average 5: Conviction, Driving, Contacts, Fists, Discipline

After Beast Change:
Superb 2: Deceit, Guns
Great 2: Alertness, Athletics
Good 2: Endurance, Discipline
Fair 3: Conviction, Fists, Weapons
Average 5: Driving, Contacts, Investigation, Lore, Presence

Enchanted Items:
Knife: Opens a Door into the NeverNever.
(Strength 6, 5 uses per Session) --> 1 Enchanted Slot.
Shield Bracelet: +8 Block or +4 Armor (Duration 3 exchanges), 7 Uses per Session --> 4 Enchanted Item Slots.
An enchanted Chain: +10 Weapons damage (to Hit is with Guns), 9 Uses per Session --> 5 Enchanted Item Slots.



High Concept: Changling Sorcerer
Trouble: In-Debt
Other Aspects: Mutual Protection Pact

-3 Thaumaturgy


-4 Supernatural Recovery
+3 Catch: Iron   
-----
-1



-8 Physical Immunity
+5 Stacked-Catch: only against Mortal Magic*   
-----
-3



-1 Refinement x 2   -2
-----
-2

(6 Focus Item Slots)
+5 Summoning and Binding Complexity Focus.
+1 Item Focus Slot exchanged into Enchanted Item Slots.

* Is a Catch against Magic possible? How would that be priced?


Total Refresh cost: -9



Important Skills:
Superb: Lore, Discipline


68
DFRPG / Campaign Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:52:14 PM »
Houserules:


Character Generation

11 Refresh for Powers and Stunts (2 Refresh minimum Powers or Stunts), not used Refresh is lost (so use em).
5 Fate points for all Characters


Lawbreaker
There is no Lawbreaker stunt.

If an Law is broken, Aspects get modified.
Magic isn’t necessary (If an Char. kills an Aspect gets modified, if the Char. doesn’t already have an appropriate Aspect.)




Transformation Magic

When you (Self-)Transform into another thing you loose all your Powers and Stunts.
Unless you buy them back into the Ritual.

The basic difficulty for transforming is based on the True Shapeshift Power (-4 Refresh = 8 Shifts)
(Reason, while one Ritual can only change you into one form, you can have multiple Rituals. Thats True Shapeshift.)

Since you may want to end the spell before sunrise, we add another shift.

So the basic Self-Transforming spell is an Complexity Ritual 9.

So lets say our Wizards want to transform into an Wolf. With the Lvl. 9 Ritual he can take the form off an Wolf, but he is unfamiliar with the body.
He incorporates another Power into the Ritual: Beast Change for the Skill Shuffle.
Thats another Refresh (Total of 5) or 2 Shifts of Power. = Complexity of 11

After an Encounter with an Hellhound our Wizards want to change into one.
A Hellhound is an -7 Refresh creature with the -4 from True Shapechange that would be -11. To much for our Submerged Wizard (10 Refresh Total, max. -9 Refresh)
He researches further and cuts the Pack Instinct out and the Stunt Unflappable (Presence), that would bring the Refresh to -9, but then he realises he needs still the Beast Change Power...
He cuts the other Stunt since he overlaps a little with Echoes of the Beast.
Complexity of the Ritual (9*2)+1 = 19

Later in the Campaign after the Wizard got 7 new Refreshes he bought True ShapeChange (-4) and the Modular Abilities (-3).
So he can Shapechange into an Wolf on the fly (with all his Powers intact), but anything more complicated (like an bird) he needs still to cast an Ritual.

He could change into an Bird with allmost all his Powers intact with an Ritual.
Example:
-3 Evocation
-3 Thaumaturgy
-1 Wizards Sight
-2 Refinement
-1 Diminuitive Size
-1 Wings
-1 Beast Change
-4 True Shapechange
-----------------------
-16

He could'nt use his True Shapechange, because this is the Ritual Version. He would need to end the spell first.
The Complexity of the Ritual would be (16*2)+1 = 33

With two more Refresh spent on Modular Abilities he wouldn't need the Ritual (And it would be much faster).


IMHO with this you could play an Junior Wizards who grows into an Powerfull Shapechanger.
It's flexible, but you are at least 4 Refresh points behind the Specialist.



The same thing happens when you transform another being (+you need to exceed the stress-box + if the target takes consequences those)


Summoning

The Summoning Rituals (Demons or Magical Constructs) Complexity is Refresh cost x 2.
(Containment and Binding Ritual is be still based of Conviction)



69
DFRPG / Re: What's the most munchkin character you can build?
« on: May 11, 2010, 07:55:29 AM »
Changling Focused Practioner:


-3 Thaumaturgy


-4 Supernatural Recovery
+3 Catch: Iron   
-----
-1



-8 Physical Immunity
+5 Stacked-Catch: only against Mortal Magic*   
-----
-3



-1 Refinement x 2   -2
-----
-2

(6 Focus Item Slots)
+5 Summoning and Binding Complexity Focus.
+1 Item Focus Slot exchanged into Enchanted Item Slots.

* Is a Catch against Magic possible? How would that be priced?


Total Refresh cost: -9



Important Skills:
Superb 2: Lore, Discipline


This Char. doesnt need preparation for Complexity 10 Summoning and Binding Rituals.
If Summoning and Binding takes 5 Minutes (I can see an argument that the time needed is shorter, but not one for longer
(click to show/hide)
)
this Char can Summon 22 Hellhounds in two Hours (and they would keep company for 1 month).
But since (IMHO) Fae can die, we summon Magical-Constructs with the Stats of Hellhounds.

An Wizard could do the same, but wouldnt be as good in defense as this Char.

The Char. becomes really really good if you can (the GM lets you) make the Summoned Creatures yourself (Low Conviction - High Refresh).

I'm looking at the Giant Scarecrow at the moment (OW 45), this Char. should be able to summon it...


Now to the cheesy part: This Chars summons an magical Construct:

Big Bad Dragony Thingy -

Aquatic [–1]
Breath Weapon [–2]
Claws [–1]
Venomous [–2]
Wings [–1]
Spider Walk [–1]
Supernatural Sense Broad Senses [–2]
Greater Glamours [–4]
Worldwalker [–2]
The Sight [–1]
Mythic Speed [–6]
Mythic Strength [–6]
Mythic Recovery [–6]
Mythic Toughness [–6]
+0 Catch: Wildberries from the Himalaya
Physical Immunity [–8]
+0 Catch: Alcohol older than 200 years
-------------------------------------------------------------
49 Refresh.

Conviction of Mediocre +0

Above Summoner would have an extra Specialisation bonus from Thaumaturgy, so he would get an extra +1 to Complexity. So if we use that bonus for extra time, the time would change from 1 month to several months.

If we change the binding ritual to 1 Shifts for the Binding and 10 Shifts for an extended duration the Thing would be bound for a few years… (or until the Summoner/Constructor got into an circle? Not worth the extra time for the binding, in this case)


And here is my suggested fix:
My solution would be (and I'm thinking for using it with Demons too) Refresh cost x 2 is the base Summoning (Constructing) Ritual.
(Containmend and Binding Ritual would be still based of Conviction)




70
DFRPG / Re: How to Summon and Bind an Demon
« on: May 11, 2010, 05:34:26 AM »
Secondly, no, I don't think it should matter. Two equally strong willed demons should be equally hard to bind. Period. Now, usually, that'll equate to power somewhat, since imps are likely much lower Conviction than Major Demons.

Also, to summon a Demon you need it's True Name. Personally, I'd make that alot harder to find the higher the Demon's Refresh, since it's got more power and resources to suppress that sort of thing if it wants. And the -20 Refresh ones who want to be summoned and bound? Not a good idea to summon one of those.

It works for Demons where you need an True Name.
Magical Constructs are more problematic (and work like Summons) you could have an -30 Refresh Construct with an crap Conviction.

My solution would be (and I'm thinking for using it with Demons too) Refresh cost x 2 is the base Summoning (Constructing) Ritual.
(Containmend and Binding Ritual would be still based of Conviction)

71
DFRPG / Re: What's the most munchkin character you can build?
« on: May 11, 2010, 03:29:54 AM »
Yeah, I had him in mind.

But for my games I'll need something to limit summoning...

72
DFRPG / Re: What's the most munchkin character you can build?
« on: May 10, 2010, 05:21:21 PM »
Ups, modified the wrong post...

High Concept: Changling Sorcerer
Trouble: In-Debt
Other Aspects: Mutual Protection Pact

-3 Thaumaturgy


-4 Supernatural Recovery
+3 Catch: Iron   
-----
-1



-8 Physical Immunity
+5 Stacked-Catch: only against Mortal Magic*   
-----
-3



-1 Refinement x 2   -2
-----
-2

(6 Focus Item Slots)
+5 Summoning and Binding Complexity Focus.
+1 Item Focus Slot exchanged into Enchanted Item Slots.

* Is a Catch against Magic possible? How would that be priced?


Total Refresh cost: -9



Important Skills:
Superb: Lore, Discipline

73
DFRPG / Re: Next books?
« on: May 10, 2010, 10:07:37 AM »
If more books were released, I'd buy them in a heartbeat, even if only to read the margin notes between Harry, Bob and Will.

I don't think we really need any more books, though. One of my favourite things about the books as they are is how much Will says the write-ups are subject to speculation, so groups can add, remove or change what they want. Also, Small Favour ends with the perfect balance of power to start your own campaign, in terms of both PC and antagonist options. Adding more books as the series goes on might risk creating too much of a Dresdenverse metaplot.

Woud be nice if we got
  • more rules/sugestions about higher refresh play (as an example: the lower Plot-Device NPC's with Stats*)
  • more examples* from the books (How would that scene look in RPG terms), especially from the later books (like
    (click to show/hide)
    )

I would be a buyer.
But I could wait for a few years, so we got more new Jim Butcher books, which could be covered in an third RPG-book.


* That could (and I suppose will) be covered by fans online, but I would still buy an third RPG-book...

74
Malazan book of the Fallen

75
DFRPG / Re: Workspaces
« on: May 05, 2010, 10:08:31 PM »
You are talking about the arcane library?
And with reasearch you don't mean preparation for an ritual?
Or do you mean exactly that?

And what is an arcane sanctum for?

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