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Topics - vultur

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16
DFRPG / Walking Conjunctions...
« on: June 14, 2014, 03:49:00 AM »
What do you think it would cost in Refresh terms to be a walking conjunction, i.e. to be able to (CD spoilers)
(click to show/hide)

I think all it actually means is changing the possible take-out conditions, and non-Halloween killed immortals still go away for quite a while I think, so it might not really have any mechanical weight at all and thus be -0.

What do you think?

17
DFRPG / Why are Evocation Veils spirit-only?
« on: May 09, 2014, 04:48:19 AM »
You should totally be able to do veils with non-Spirit elements.

Aleran Aircrafters use air veils, which make perfect sense -- light is bent going through the air (like mirages).

You should also be able to do an entropy water veil (scattering the photons that pass through so they don't form an image), this might look more like a big fuzzy cloud or "visual static" than invisibility though.

Earth and fire are harder to justify ... though heat can contribute to mirages, and light is a form of electromagnetic radiation and earth has ties to electromagnetism, so maybe... Alera also has Woodcrafted Veils which hide you in an environment with plants, maybe you could do something similar with earth (or elemental wood if you use an alternate elemental system).

18
DFRPG / Sacred Guardian, Rewritten
« on: April 21, 2014, 03:24:25 AM »
Sacred Guardian (Totally Rewritten) [-2]
You possess a holy power that allows you to harm monsters that would otherwise resist or ignore your attacks.
Musts: You must have a high concept representing some sort of celestial or divinely empowered status.
Skills Affected: Fists, Guns, Weapons.
Benefits: Holy Attacks. Your physical attacks satisfy Catches of "holy stuff".
Shatter the Immunity. You may take one point of Mental Stress, before rolling the attack, to allow a single attack to satisfy any Catch or Catches possessed by your opponent.

Does that look more balanced? Cheaper than ACAEBG, but per-attack, not per-scene.

19
DFRPG / Stunt and power stacking?
« on: September 08, 2013, 10:16:57 PM »
I know stunts don't stack (with a few oddball exceptions like Killer Blow), but if you have one stunt and one power with similar bonuses, do they stack?

E.G.  Marked By Power and The Weight of Reputation. Or True Aim on a Sword of the Cross and a "+1 to Weapons attacks with swords" stunt. 

20
DFRPG / Powers for the really high-end guys
« on: September 08, 2013, 05:55:12 PM »
What cost would a Power be that let you cast two evocations in one exchange, like Ivy can? Maybe something like...

Dual Spellcaster [-?]
Your mastery of magic is so complete that you can perform two spells at once.
Musts: Your high concept must justify extremely exceptional magical skill. You must have Evocation.
Benefit: You can cast two evocations in one exchange, but when doing so, you take a -3 penalty to Power and Control for both.

And what about this?

Reality Alteration [-?]
You can perform extremely powerful and complex spells by will alone.
Musts: You must have a high concept reflecting extreme supernatural power (e.g. a Faerie Queen, Dragon, etc.)  You must have both Evocation and Thaumaturgy.
Benefit: You can cast all Thaumaturgy with Evocation's methods and speed.


I'm also not sure what really high end physical characters should have. Beyond a certain point, it seems like magic starts to really outstrip other characters. I mean, if I spend 20 Refresh on physical combat, I can get:
Mythic Speed [-6]
Mythic Strength [-6]
Mythic Toughness [-6]
Item of Power [+1]: throwing axes
  True Aim [-1]
  infinite ammo [-1] (I guess, if Breath Weapon is -2 and it includes Weapon:2, range, and infinite ammo)

Which gives me always-first initiative, Weapon:7 or Weapon:8 attacks at range, at Weapons+1. I could add in an accuracy stunt (if it would stack with True Aim), and a stunt for Weapons defense against bullets and stuff... (or just have Athletics about as high as Weapons). Hulking Size, I guess, but its benefits, to me, barely balance out its detriments... it seems pretty poor for [-2] to me.

Whereas a spellcaster can just keep spending Refinements, with the only caps being equal to Lore on both focus items and specializations...

21
DFRPG / An experiment in high-end stats: Lea
« on: May 18, 2013, 02:45:22 AM »
High Concept: The Leanansidhe
Other Aspects: Most Vicious Creature of Winter; Harry Dresden’s Faerie Godmother; Power is My Drug of Choice; Loves to Win; Reforged by Mab

Skills
Epic: Discipline, Lore
Fantastic: Conviction, Performance
Superb: Contacts, Rapport
Great: Deceit, Intimidation, Presence
Good: Alertness, Athletics, Weapons
Other skills default to Fair (except Driving and Guns).

Stunts
Quick Words (Rapport): Use Rapport for the purpose of social initiative

Powers
Evocation [-3]
Greater Glamours [-4]
Incite Emotion (Inspiration) [-1]
Inhuman Speed [-2]
Mastery of Transformation [-1]: use transformation/disruption as evothaum
Refinement [-23]
Supernatural Recovery [-4]
Supernatural Toughness [-4]
      The Catch [+3]: cold iron
Thaumaturgy [-3]
Unseelie Magic [-2]

Specializations
Evocation – Elements (Air, Fire, Spirit, Water); Control: Unseelie Magic +5, Water +3, Spirit +1; Power: Unseelie Magic +6, Water +4, Spirit +2, Fire +1. (11 Refinements)
Thaumaturgy – Complexity: Transformation/Disruption +5, Psychomancy +4, Conjuration +2, Transportation/Worldwalking +1, Divination +2. Control: Transformation/Disruption +6, Psychomancy +3, Conjuration +1, Divination +1. (12 Refinements)

Focus Items
Wand: +2 Offensive Control and Power with Unseelie Magic

Stress
Mental oooo +1 mild consequence
Physical ooo(oooo) Armor:2
Social oooo

Total Refresh Cost
-45

Notes
This is actually, potentially, a low-end version of her. She has some significant weaknesses (non-magical physical defense, Empathy), quite intentionally given how she acted in Grave Peril etc. As for her spellcasting: she probably drew on sponsor debt for a few spells in Changes (especially splattering the Lords of Outer Night, possibly the hound transformation). Even so, she's at least a match for anybody on the Senior Council.

EDIT: bolding, stress track for Supernatural Toughness

22
DFRPG / Expanding Sponsored Magic / Evothaum without Sponsored Magic
« on: April 22, 2013, 02:39:34 AM »
How much would the Refresh cost be to add a new area of evothaum to an existing Sponsored Magic?

For example, Leanansidhe can clearly do Transformation/Disruption (or Biomancy) at evocation speeds, but Unseelie Magic doesn't let you do that. Would adding Transform/Disrupt as-evocation be worth [-1] Refresh?

And what about adding a field of evothaum to a non-Sponsored spellcaster (maybe the Gatekeeper can do Worldwalking as-evocation, or the Merlin can do wards as-evocation)?

Finally, what about a character that can do ALL thaumaturgy as-evocation (barring stuff directly opposing its high concept) - Mab might have this one.

23
DFRPG / New Power: Force of Will
« on: March 04, 2012, 11:11:08 PM »
Force of Will [-?]
Your will is so powerful that it can directly attack or restrain other minds.

Skills Affected: Conviction

Musts: Your high concept must represent being an entity of great power; this power is generally found on gods, ancient or godlike beings such as the Lords of Outer Night, and similar higher-end supernatural heavyweights.

Benefits:
Mental Attack. You may roll your Conviction as an attack skill against a creature no more than one zone away, dealing mental stress if successful. The target defends with Discipline.
Restraining Will. By concentrating your will on one creature no more than one zone away, you may use your Conviction as a block against all actions of that creature.
Enhanced/Potent Mental Attack. [-1/-2] Mental attacks with this power become Weapon:2 or Weapon:4, respectively.
Telekinesis. [-1] You may use Conviction for the 'Breaking Things' and 'Lifting Things' trappings of Might, moving physical objects with sudden bursts of applied will.

---

How much should this cost? -2? -3?

24
DFRPG / Heavy Hitters of the Faerie Courts
« on: December 14, 2011, 01:58:58 AM »
High Concept: Eldest Gruff
Other Aspects: Sense of Honor; Mageslayer; Enjoys A Good Chat

Skills
Legendary: Discipline
Epic: Conviction
Fantastic: Alertness, Lore
Superb:  Contacts, Intimidation
Great: Endurance, Presence
Good: Empathy, Weapons
Fair: Burglary, Rapport
Average: Athletics, Might, Stealth

Powers
Claws [-1]
Echoes of the Beast (Goat) [-1]
Evocation [-3]
Glamours [-2]
Refinement [-16]
Seelie Magic [-2]
Supernatural Toughness [-4]
Supernatural Recovery [-4]
     The Catch [+3]: cold iron and trappings of Winter
Thaumaturgy [-3]

Specializations
Evocation: Elements (Earth, Fire, Spirit); Control: Seelie Magic +5, Earth +3, Fire +1; Power:  Seelie Magic +6, Earth +4, Fire +2.
Thaumaturgy: Complexity – Divination +1, Transportation & Worldwalking +2. Control – Divination +1.

Focus Items
Oak Staff: +3 Offensive Power and Control with Seelie Magic
Shield Ring: +1 Defensive Power and Control with Seelie Magic

Enchanted Items
Enchanted Robe: Armor:5 or 10-shift block, three uses/session

Rotes
'Summer Lightning': Requires Oak Staff, 16-shift attack. Weapon:16 blast of green-gold light.
Immobilize: Requires Oak Staff, 16-shift block against movement for one target manifesting as a paralyzing bolt or wash of power; generally applied with a block strength of 10-12 and 4-6 shifts in persistence.
Shield: Requires Shield Ring, 14-shift defensive block formed of golden light, generally applied with a block strength of 12 and 2 shifts in persistence.

Total Refresh Cost: -33

Notes: The Eldest Gruff prefers to begin combat with a single overwhelming blast of power, to make the most of his offensive strength.

In a pure evocation duel he'd be more than a match for any wizard alive, even Ebenezer or the Merlin, but his thaumaturgy's very limited - he's a duelist and fighter first and foremost.

25
DFRPG / Outsiders....
« on: September 03, 2011, 02:14:54 AM »
Wind-Shriek Talons

Among the weakest of all Outsiders, wind-shriek talons are mere slaves to the greater beings of the Outside - and also to sorcerers and warlocks willing to break the Seventh Law.

Wind-shriek talons are nearly invisible; if seen, they are semi-distinct or indistinct clouds in which a grasping claw or ripping mouth sometimes takes form. They love to tear prey apart, and heard clearly, even their voice can wound or kill. They are also hard to harm in any lasting manner, as attacks pass through their misty bodies, which simply reform. Wounds dealt by a wind-shriek talon's claws and fangs do not heal, instead emitting pale mist which weakens the victim until he perishes, dissolving into mist himself.

High Concept: Outsider Minion

Skills:

Great (+4): Fists, Weapons
Good (+3): Awareness, Endurance
Fair (+2): Athletics, Intimidation
Average (+1): Might, Survival

Powers:
Claws (Venomous) [-3]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
    The Catch [+2]: "holy stuff" and anything that can act directly on their windy form, like air evocation; also, "Outsiderbane" magic
Breath Weapon [-2] (Killing Shriek)
Near-Invisibility [-?]: Wind-shriek talons are permanently mostly invisible, as if constantly veiled. Even in broad daylight, spotting one is Good difficulty, rising to Great or Superb in bad light. This also adds +1 to all their dodge attempts.

Total Refresh Cost: -12 or -13?


26
DFRPG / Faces of the White Council
« on: July 17, 2011, 04:32:30 AM »
...because they're under-statted in OW.

Anastasia Luccio – Pre-DB [56 skill points, 24 Refresh, Fantastic skill cap]
High Concept: Captain of the Wardens
Other Aspects: Swordswoman Beyond Compare; Born Teacher; Warden Swordsmith; Combat Wizard

Skills
Fantastic: Discipline, Lore
Superb: Craftsmanship, Weapons
Great: Athletics, Conviction, Presence
Good: Alertness, Contacts, Intimidation
Fair: Empathy, Endurance, Guns, Rapport
Average: Deceit, Fists, Might, Investigation, Scholarship

Stunts
Riposte (Weapons)

Powers
Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [– 0]
Refinement [–14] [6 evocation, 6 thaumaturgy, 2 item slots]

Specializations
Evocation: Elements (Air, Earth, Fire, Spirit); Control (Spirit +1, Fire +2); Power (Air +1, Earth +1, Spirit +3, Fire +4)
Thaumaturgy: Strength (Crafting +3); Frequency (Crafting +3); Control (Divination +1, Transportation and Worldwalking +1, Wards +1); Complexity (Divination +1, Transportation & Worldwalking +1, Wards +2)

Focus Items
Fire Ring: +2 Offensive Control and Power with Fire
Shield Ring: +1 Defensive Power and Control with Spirit

Enchanted Items
Warden Sword: Weapon:3 sword; 4 times/session acts as either a 9-shift counterspell or a Weapon:9.
3 open slots for potions, etc.

Rotes
Flame Bar: Weapon:10 offensive fire evocation, requires Fire Ring
Shield: Block 8 or Armor:4 defensive spirit evocation (usually Block 6/Armor:3, when Luccio puts two shifts into persistence), requires Shield Ring

Stress
Mental oooo
Physical ooo
Social oooo

Notes
Luccio is frightening, with massive control of her very powerful evocations (10 shifts of fire, without straining). She has great thaumaturgic skill, especially in crafting.

Total Refresh Cost: -22
Refresh Remaining: 2

27
DFRPG / What a Black Court Elder might look like...
« on: July 14, 2011, 12:39:46 AM »
High Concept: Elder of the Black Court
Other Aspects: Feared By All

Skills (human form: may be different in bat or wolf shapes)
Fantastic (+6): Fists
Superb (+5): Discipline, Endurance
Great (+4): Athletics, Lore, Intimidation
Good (+3): Alertness, Conviction, Presence, Stealth
Fair (+2): Burglary, Deceit, Investigation, Might, Weapons
Other skills default to Average.

Powers
Claws [–1]
Echoes of the Beast [–1] (bat or wolf - depends on individual)
Living Dead [–1]
Mythic Toughness [–6]
The Catch [+3] is Bram Stoker style weaknesses.
Blood Drinker [–1]
Feeding Dependency [+1] affecting the following powers:
  Beast Change [–1] (bat or wolf - depends on individual)
  Cloak of Shadows [–1]
  Mythic Strength [–6]
  Supernatural Speed [–4]
  Domination (Master Dominator; Quick Dominator) [–5] (Quick Dominator adds +4 rather than +2 to stress inflicted)
  Gaseous Form [-3]

Stress:
Mental OOOO
Physical OOOO(OOOOOO), Armor:3, +1 mild consequence
Social OOOO

Total Refresh Cost: -26

Notes: This vampire has horrific mind control capability (effectively mental Weapon:4), Weapon:8 claws and, without the Catch, ridiculous toughness.

For all that, this is still a "low-end" Elder, limited to vampire powers only. More powerful ones will have true spellcasting as well.

28
DFRPG / shifts for persistence
« on: February 05, 2011, 10:45:27 PM »
Does spending shifts for persistence work the same way for blocks used 'offensively' (eg a block against opponents' movement) as for shield-type ones?

29
DFRPG / mold demons, etc.
« on: January 27, 2011, 08:27:10 AM »
High Concept: Disgusting Mold Demon

Skills:
Athletics: Fair (+2)
Awareness: Fair (+2)
Endurance: Great (+4)
Fists: Good (+3)
Intimidation: Average (+1)
Stealth: Average (+1)

Other physical skills default to Average, others to Mediocre.

Stunts:
Tough Stuff - The mold demon's undifferentiated body protects it from blunt trauma - fists, sticks, and stones. Against such attacks, it has a natural Armor:1 (which stacks with other forms of protection)

Powers:
Claws [-1]
Inhuman Recovery [+2]
  The Catch [+1]: fire


Stress:
Mental 00
Physical 0000 (Armor:1 vs. blunt trauma)
Social 00

Total Refresh Cost: -3


High Concept: Bigger Mold Demon

Skills:
Athletics: Fair (+2)
Awareness: Good (+3)
Endurance: Great (+4)
Fists: Great (+4)
Intimidation: Fair (+2)
Might: Good (+3)
Presence: Fair (+2)

Other physical skills default to Average, others to Mediocre.

Stunts:
Tough Stuff - The mold demon's undifferentiated body protects it from blunt trauma - fists, sticks, and stones. Against such attacks, it has a natural Armor:1 (which stacks with other forms of protection)

Powers:
Claws [-1]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
 The Catch [+2]: fire


Stress:
Mental 00
Physical 0000(00) (Armor:1, Armor:2 vs. blunt trauma)
Social 000

Total Refresh Cost: -6

30
DFRPG / red court question
« on: January 19, 2011, 04:02:52 AM »
The basic Red Court statblock in 'What Goes Bump' includes Echoes of the Beast (bat, I guess?) -- but the specific RCV statblocks in 'Who's Who' (Bianca St. Claire, Ortega etc.) don't have it.

So should RCVs have it or not? I don't really see the need personally -- they're not as bat-like as werewolves, say, are wolf-like. (But I wouldn't have given it to Goblins either, so maybe I don't really 'get' the idea behind who gets it...)

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