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Messages - vultur

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1021
DFRPG / Re: Laws of Magic and sponsored magic
« on: July 13, 2010, 09:13:45 PM »
Hmmm. This is a tricky one, especially when dealing with part-humans like White Court Vampires and Red Court Infected.

I'd argue that while only spellcasting breaks the laws (the 'inherent' supernatural powers of WCVs and RCIs can't give them Lawbreaker, obviously), those beings are still human enough to get Lawbreaker. A White Court Vampire wouldn't get Lawbreaker from mind-whammying someone with Incite Emotion, but he would if he used psychomantic Thaumaturgy (presuming he had that power). The Wardens wouldn't go after someone belonging to another Accorded nation, though.

I'm not sure about things like Seelie/Unseelie Magic and Sponsored Magic, though. I kind of think the Knights should not get Lawbreaker, as being the Queens' assassins is a big part of what they're *for*, but...

1022
Frost Giant
High Concept: Spawn of the Jotuns
Other Aspects: Master of Frost; Big But Not Stupid

Skills:

Superb: Weapons
Great: Discipline, Endurance, Might
Good: Athletics, Conviction, Intimidation, Lore
Fair: Alertness, Fists, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
   The Catch [+2]: Fire
Unseelie (Jotunheim) Magic [-4]

Stress:

Mental OOO
Physical OOOOOO(OOOO), Armor:2
Social OOOO

Total Refresh Cost: -14

Notes:
Uses an enormous, ice-rimed sword (normally Weapon:3, Weapon:7 due to strength). Its Unseelie Magic is not truly from Winter Faerie, coming from the power of Jotunheim instead, but it is mechanically identical to true Unseelie Magic.

This frost giant is a small one, only about 14' tall and weighing slightly over a ton. They grow much larger, however; such frost giants will have Mythic Strength and/or Toughness, and possibly greater Recovery. The giants are highly variable in form; some might have Claws or a Breath Weapon. Frost giants with greater magical powers might wield Glamours or Greater Glamours, or full Evocation, Thaumaturgy, and perhaps some Refinement. Jotuns (eldest and strongest of the kind) approach plot-device level; Utgard-Loki, were he to reappear, might well be a match for Uriel or a Faerie Queen.

An example of a more powerful Frost Giant:
Elder Frost Giant
High Concept: Heir to the Jotuns' Power
Other Aspects: Master of Frost; Big But Not Stupid

Skills:

Superb: Weapons, Discipline, Conviction
Great: Endurance, Lore, Might
Good: Alertness, Intimidation, Presence
Fair: Athletics, Fists, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Evocation [-3]
Refinement [-2]
Hulking Size [-2]
Mythic Strength [-6]
Mythic Toughness [-6]
Inhuman Recovery [-2]
   The Catch [+2]: Fire
Unseelie (Jotunheim) Magic [-3]

Specializations: Evocation: Elements (Air, Spirit, Water); Control: Air +1, Water +1; Power: Air +2, Water +1.


Stress:

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

Total Refresh Cost: -22

Notes:
Uses a truly colossal, ice-rimed sword (normally Weapon:4, Weapon:10 due to strength). Its Unseelie Magic is not truly from Winter Faerie, coming from the power of Jotunheim instead, but it is mechanically identical to true Unseelie Magic.

This frost giant stands about 20 feet tall and weighs about 3 1/2 tons.

1023
Author Craft / Re: Pacing of information in a fictional world
« on: July 11, 2010, 06:38:38 PM »
This is bugging me too, in a story I'm working on at the moment. It's not the technology -- they're lower tech than us, except for a few mysterious 'ancient artifacts' (that don't need explanation, as they're complete mysteries to the characters as well) -- it's the society. The politics and society of this far-future world are both very different from ours (or familiar historical examples) and important to the plot, so it's becoming an issue.

1024
DFRPG / Re: Character Feedback: Scion of Sebek
« on: July 09, 2010, 02:56:08 AM »
I would consider giving him Echoes of the Beast

Though I forgot to list it, I had that in mind for a possible advancement later (or if I was playing this character in a Chest Deep or Submerged game).

Quote
You might also want to consider the Aquatic power for his croc form (and for the Echoes of the Beast carryover ability).

I'm not entirely sure that's appropriate, as the croc-man form at this point just gives him a croc's head (and appropriate jaw/neck muscles) and huge fighting muscles; otherwise it's fairly humanoid. I intend to make it more inhuman/crocodile-like as he advances (and gains more powers), and Aquatic would be appropriate then. Just not yet; he's still only at the beginning of his path.

Thanks for commenting.

1025
DFRPG / Character Feedback: Scion of Sebek
« on: July 09, 2010, 02:10:48 AM »
Robert Green
High Concept: Game Warden/Crocodile Demi-god
Trouble: Small Fish, Big Pond
Other Aspects: Scary Crocodile-Man Shape; Clutching at Straws of 'Normality'; Fiercely Protective of Nature; (Other Aspects left open for group character creation)

Skills (Human Pyramid):
Great: Alertness
Good: Guns, Conviction, Might
Fair: Athletics, Contacts, Endurance, Scholarship
Average: Fists, Discipline, Lore, Presence

Skills (Crocodile-Man Pyramid):
Great: Endurance, Fists
Good: Conviction, Might
Fair: Alertness, Guns, Scholarship
Average: Athletics, Discipline, Intimidation, Lore, Presence

Stunts:

No Pain No Gain: +1 physical mild consequence slot

Powers:
Marked by Power [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1] (Crocodile Jaws & Teeth)
Inhuman Strength [-2]

Stress:
Physical OOO (OOOO Croc-man form) +1 mild consequence
Social OOO
Mental OOO


Total Refresh Cost:
-5
Remaining Refresh: 2

To all appearances, Robert Green's childhood was not exceptionally unusual, except that his father was rarely present. Robert's love of nature and anger against those who would exploit it drove him towards becoming a game warden. On his twentieth birthday, however, his father told him the family secret. "Charles Green" was actually the ancient god Sebek, lord of crocodiles. He told his son much concerning the supernatural world, but more importantly, he taught him how to access a modicum of his inherited power. The revelations set Robert's head spinning. His new powers were an exhilarating rush, but they were also frightening.  Clinging to his earlier life as a way to reassert his identity, he completed college and was inducted as a game warden. He tried to live 'normally', but this often proved impossible - his mighty father had both allies and enemies, and both wished to interfere in the life of Sebek's son, for good or ill. Compounding this, Robert eventually discovered what his father had not told him, and sought to downplay - despite his godhood, Sebek's power had diminished greatly throughout the millennia; his ability to protect Robert without being present was exceptionally limited. While he tries to be in all ways human, throwing himself into his job with fervor to ground his identity, he has reluctantly recognized the fact that he will always be tied to the supernatural world - but he still fights against the necessity.

Robert is slightly taller than average (about 6'), in fairly good physical shape, brown-haired, and green-eyed. He has developed the ability to take on a lesser version of his father's form - a tall (7' or so), heavily muscled crocodile-headed man.

Possible Advancement:
Higher Discipline (human form)
Higher Fists (croc-man form)
Higher Athletics
Higher Lore
Echoes of the Beast (Crocodile)
Inhuman Toughness (in which case his croc-man form would get heavy crocodile scales)
Hulking Size (in which case his croc-man form would get larger, probably 9' or 10' tall and incredibly burly)
and maybe Channeling (Water)


Questions:
-Do the aspects look good?
-Did I do the beast change thing right?
-Did I mess anything else up rules-wise?

1026
And actually, I believe it's implied that only the elders and other vampires of exceeding cunning survived the Stoker affair...much like Mavra.

I mean, logically it would be the young and the weak who'd fare the worst in such a situation.

The Elders were the targets, AIUI; the young ones could slip under the radar.

1027
Though those don't explain why it prevents the wielder from getting Lawbreaker, at least not IMO.

Mechanically it would be an effect of that particular Sponsored Magic. Thematically, I'd say it's because the staff is itself a sapient entity, and *it*'s doing the will-to-kill bit that twists a wizard.

Quote
Some? Sure. But most aren't Mavra, and I think it damages her uniqueness as a villain, and how surprised even Ebenezar is by her magical capability if we give t out all willy-nilly.  :)

Well, Mavra isn't an Elder. I think they were all wiped out in the Stokerpocalypse. In my view the reason Mavra is so scary to everyone is precisely because she is walking the path to Elderhood, fairly successfully. YMMV.

1028
We don't know enough about the Blackstaff's powers to decide, really, but when I was fiddling with stats for Eb to replace the rather underpowered ones in Our World, I statted it as an Item of Power with Demonic Co-Pilot and Sponsored Magic – Blackstaff (provides +1 Offensive Power to law-breaking Evocations and +1 Complexity to law-breaking Thaumaturgy, user does not suffer Lawbreaker stunts.) (Demonic Co-Pilot was based on the [fairly unjustified] assumption that the Blackstaff is a sentient being itself.)

Black Court Elder: looks good. I'd give at least some BCEs some spellcasting ability, too, though.

1029
DFRPG / Re: Refresh Points
« on: July 04, 2010, 12:38:42 AM »
Feet in the Water/Up to Your Waist/Chest Deep/Submerged are the PC power levels; the group starts out at whatever is appropriate for the game. When a major milestone is reached, the refresh total goes up by 1, allowing for advancement in power while retaining free will. But not all NPCs need to be built on the same refresh total as the PC party; somebody who's ~400, like Ancient Mai, has probably amassed a lot of advancement in her lifetime.

Also, those are just the suggested PC power levels; there's no particular reason you couldn't start a game at 12 or 15 base refresh (for a Warden team game, maybe) or even higher (there were some posts a week or so ago about an 18 base refresh game).

1030
He was a scary sonuvabitch.

He was indeed. Since Jim put a post-Darkhallow Cowl, but not Kemmler, on his list of 'people who could beat Mab', I'd tend to think he was less powerful than a fully Darkhallowed necromancer-god, but waaay up there nevertheless. Probably below the Faerie Queen/Archangel tier, but not by that much -- on the level of the Erlking probably.

I think you are underestimating Cowl a bit, though. Harry considers him stronger than Ebenezer McCoy -- I'm not sure he wouldn't be about an even match for the Merlin. However, Cowl doesn't seem to have demonstrated that level of power yet, and I'm not sure Harry in DB had ever seen Eb at full bore. I'd tend to suggest that Eb-by-himself, as we see him in TC - really scarily powerful but not utterly overwhelming - is less powerful than Cowl, but Eb-with-Blackstaff, as we see him in Changes, or Eb with whatever he uses to do volcanoes and asteroids (possibly also the Blackstaff), is his match.

1031
Actually, considering he did precisely that (he held off more or less the entire Council as a whole, mostly by himself), I tend to think he DID perform a Darkhallow (possibly one on a smaller scale than that attempted in Dead Beat)...and then wrote about it. It's never stated anywhere that he didn't, and it would explain his truly absurd level of power.

He did eat spirits to gain power, yes - Mab says that was the secret of the power that allowed him to defy the whole Council. He didn't do the full god-ascension ritual, but he seems to have done a smaller one. Or possibly he did it piece by piece, like Harry's ghost-eating in GP repeated over and over...

1032
The Winter Mother's gift would have saved a *half-turned* Red. Not necessarily (probably not) a full Red ... much less a Blampire.

Time travel seems the only thing that would likely work. Possibly very powerful necromancy (like what Kumori did times a dozen), depending on what a Black Court transformation does to the soul (traps/imprisons it? sends it to the afterlife? destroys it?) and whether a sufficiently powerful necromancer could call back a soul that's gone all the way to the afterlife -- I kind of doubt it. So, massive Law violations and maybe disruption of the world...

1033
DFRPG / Re: Magic Circles for fun and profit
« on: June 26, 2010, 06:18:13 PM »
I don't think that's accurate; Harry uses a magic circle to trap Toot-toot in Storm Front, after all--and in that case it's pretty explicitly a magic circle, not a ward. The language used to describe what Harry does is basically identical to the language every other time Harry creates a circle. Later in the same book, when he breaks the Shadowman's circle, he explicitly points out that it was because it was an act of "human will" or something similar.

Clearly making a circle isn't limited to humans however; the skinwalker uses one to cut off one of Harry's soulfire constructs, and it isn't human.

1034
Awesome creatures!

What about a Giant or Colossal Squid, Elephant Seal, and Moose?

1035
Satyr/Faun Sidhe
High Concept:
Woodland Fae

Skills:
Great: Survival, Endurance
Good: Athletics, Awareness, Might, Fists
Fair: Conviction, Discipline, Presence, Stealth
Other physical skills default to Average, others to Mediocre.

Stunts:
No Pain, No Gain: The satyr gains one additional physical mild consequence slot.

Powers:
Echoes of the Beast [-1]
Glamours [-2]
Inhuman Speed [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
  The Catch [+3] (for both of the above) is cold iron and the like
Seelie Magic [-4]

Stress:
Physical OOOO +1 mild consequence
Mental OOO
Social OOO

Total Refresh Cost:
-12

Notes: This is a Sidhe version of the satyr, with more skills, physical abilities, Glamours and Seelie Magic.

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