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Messages - vultur

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1036
Satyr/Faun
High Concept:
Woodland Fae

Skills:
Good: Athletics, Survival, Awareness
Fair: Might, Fists, Endurance
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]
Inhuman Speed [-2]
Inhuman Recovery [-2]
  The Catch [+1] is cold iron and the like

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

Total Refresh Cost:
-5

1037
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 18, 2010, 05:26:50 PM »
I'd replace Shoot First (which, BTW, she rarely does) with Suppressive Fire (May use the Guns skill to defend against attacks as long as she has a gun in hand.

Ok, done.

Quote
Just ridiculously good. Heck, I'd replace Wanted-Dead, with Shotgun Specialist (granting +1 Guns with shotguns). That'd give her a Fantstic attack and defense all the damn time...or at least as long as she has a shotgun.

Done, also.


1038
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 17, 2010, 08:56:19 AM »
Suzie absolutely requires a better Dodge skill than you've given her, either through a high Athletics or a Stunt allowing her to use Guns to dodge.
Yeah, don't know why I didn't give her high Athletics, oops ... Now it's Great.

The minor demons from The Pit:

High Concept: Minor Demon
Other Aspects: Musclebound Brute; Hungry for Suffering

Skills:
Great: Might, Fists
Good: Athletics, Endurance, Intimidation
Fair: Alertness, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:
Claws [-1]
Incite Emotion: Pain [-1]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
  The Catch [+2]: Holy items (applies to both of the above)
Inhuman Strength [-2]
Pack Instincts [-1]

Stress:
Physical OOO(OO), Armor:1
Mental OO
Social OO

Total Refresh Cost: -7

Notes: This is a very weak demon. Almost any sort of demon might turn up in the Nightside; for a more powerful demon, upgrade the Toughness, Strength, and/or Recovery to Supernatural, give it Wings or Venomous Claws, or any of many other possible upgrades. Less pack- or mob-oriented demons will lack Pack Instincts. Some may lack any Incite Emotion; others will use it to incite despair or (for succubi and the like) lust.

1039
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 14, 2010, 05:24:08 PM »
Since I'm reading The Unnatural Inquirer right now...

Max Maxwell
High Concept: The Voodoo Apostate
Trouble: Bite Off More Than I Can Chew
Other Aspects: Power-Hungry; Hardened Criminal; Three Heads Taller Than Everybody Else

Skills:
Great: Lore
Good: Might, Fists, Intimidation
Fair: Conviction, Stealth, Burglary, Discipline, Presence
Other physical skills default to Average, Mediocre otherwise.


Stunts:

Mighty Thews (Might): When determining approximate lifting capacity, Hendricks may consider his Might to be 2 steps higher than its actual rating.


Powers:

Ritual (Loa Summoning) [-2]
Item of Power (Aquarius Key) [-3] (at least): Grants Portal, Swift Transition, Worldwalker (maybe other powers)

Total Refresh Cost: -6

Notes: Essentially a thug with some magical tricks and a strong Item of Power. When Max Maxwell acquired the Aquarius Key, he decided to stop dealing with the loa through the proper rites and instead to seek to control them for his own personal power.


Suzie Shooter
High Concept: Best Bounty Hunter In The Nightside
Trouble: My Inner Demons Are The Only Thing I Can't Kill
Other Aspects: Most Alive When It's Life And Death; Scarred Face, Shadowy Future; Walking Arsenal; [Something Relating to John Taylor]

Skills:
Superb: Guns
Great: Endurance, Investigation
Good: Conviction, Contacts, Athletics
Fair: Alertness, Stealth, Fists, Weapons, Discipline
Other physical skills default to Average, others to Mediocre.


Stunts:
Bounty Hunter (Investigation): +1 to Investigation when trailing a target she has been contracted to hunt

No Pain, No Gain (Endurance): +1 physical mild consequence

Paranoid? Probably. (Alertness): Gains +2 to Alertness when rolling against surprise

Shoot And Move (Guns): When using small firearms (handguns, submachine guns, etc.), penalties to rolls due to her moving are reduced by up to two.

Shotgun Specialist (Guns): +1 to Guns while using shotguns.

Suppressive Fire (Guns): May use Guns to defend against attacks so long as she has a gun in hand.

Target-Rich Environment (Guns): Suzie Shooter gains a +1 to attacks with Guns whenever personally outnumbered in a firefight.

Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc.

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

Total Refresh Cost: -9

Notes: This represents Suzie post-Paths Not Taken. While no longer considered a pure mortal, she is still one of the least supernatural major Nightside characters. Still, she is incredibly dangerous - her base Superb Guns can go to Legendary under optimal conditions due to stunts, and if an aspect gets added...

I'm not sure what her Aspect relating to John Taylor should be precisely...

Tyrannosaurus rex
High Concept: It's A Tyrannosaurus!!!

Skills:
Superb (+5): Fists, Endurance
Great (+4): Intimidation, Athletics
Good (+3): Alertness, Survival, Might
Other physical skills default to Fair.

Stunts
Dino Charge (Athletics): +2 to Athletics when sprinting in straight lines.

Powers
Claws [–1]
Hulking Size [–2]
Echoes of the Beast [–1]
Mythic Strength [–6]
Supernatural Toughness [–4]

Stress:
Mental oo
Social oo
Physical oooooo(oooo), Armor:2

Total Refresh Cost: -15

Notes
Based on the zombie T-rex stats in Our World, but quite a few things have changed since this one's alive. Slightly less tough than a zombie tyrannosaur.

1040
DF Reference Collection / Re: Questions Specifically for Jim, Part 3
« on: June 14, 2010, 04:26:10 AM »
In Proven Guilty, the Red King is described as ~4000 years old; in Changes, Luccio says that Arianna predates the human invention of written language (~5300 years ago). Arianna is the Red King's 'descendant'. Was Luccio wrongly informed, or exaggerating, about Arianna's age?

1041
If you're still taking requests, what about a hippopotamus, one of the more reasonably sized sharks (like a blacktip or sand tiger, something in the generally humanish size range), and maybe a giraffe? (Weregiraffe sounds like a cool idea...)

1042
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 11, 2010, 09:26:51 PM »
I don't mind.  I was just posting something since I didn't see it yet.

OK, here you go (I'll use your idea of applying Worldwalker for his Item of Power since they're better than my ideas (or lack thereof):)



Razor Eddie
High Concept: Punk God of the Straight Razor
Trouble: Working Off My Sins
Other Aspects: Punish Those Nobody Else Can; Sharpest Razor In The Worlds; Gray Greatcoat; Scariest Agent for the Good; A Smell of Death

Skills:
*Fantastic (+6): Weapons
*Superb (+5): Endurance, Intimidation
*Great (+4): Discipline, Conviction
*Good (+3): Athletics,  Alertness, Survival
*Fair (+2): Burglary, Stealth, Investigation, Contacts, Might
Other skills default to Average.

Powers:
Mythic Speed (-6)
Supernatural Recovery (-4)
Supernatural Strength (-4)
Supernatural Toughness (-4)
     The Catch (+0): unknown
Item of Power (Ivory Hilted Straight Razor) (+2), acts as Weapon:3 and grants Worldwalker & Swift Transition

Stress:
Mental OOOO
Physical OOOO(OOOO) (+1 Mild consequence), Armor:2
Social OOOO

Notes: Razor Eddie's razor, while 'only' inherently Weapon:3, is quite devastating backed up by his Fantastic Weapons and Supernatural Strength.

Total Refresh Cost: -20

Quote
The catch basically represenjavascript:void(0);ts being torn apart.  A knife (Weapon:1) has a lot of work to effect him (needs 2 effect?).  But once he is sufficiently messed up (say missing a limb or two), it is easier to hack off more bits.  How messed up do you have to be for your character to consider a missing limb a *mild* consequence?

Ah, yeah -- just in the books, he often gets riddled with bullets to no greater effect than using up more duct tape.

Quote
Magic as it works in Your Story can easily clear Armor:2.

Yeah, I was unclear there; I meant stuff like the one time he got hit by an anti-possession spell, which messed him up since he is essentially possessing his own body.

Quote
Also, I don't feel total refresh cost accurately represents how powerful an NPC or PC is.  Does Worldwalker make Eddie more dangerous once a physical conflict has begun (he is already there)?  While complimenting powers can have an exponential value.  And this doesn't even consider comparing total refresh to skill points.

All true.



1043
DFRPG / Re: My take on Ferrovax.
« on: June 11, 2010, 08:56:18 PM »
Hmm. Personally I'd figure Mab, Titania, Ferrovax and the like at about -50 refresh cost, Lea/Eldest Gruff in the -30 to -40 range (my stats for Leanansidhe came out to -38 Refresh; EG is likely somewhat weaker), and the Faerie Ladies and Senior Council -26 to -30 (the given stats for the latter two seem way low to me).

1044
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 11, 2010, 08:44:00 PM »
Minor Points of Disagreement:

Razor Eddie clearly has Supernatural Speed. He can do things that are so far beyond Inhuman it's silly. I'd drop On My Toes and make him a -13 Refresh character to give it to him.

I think his battle with the Walking Man in Just Another Judgment Day demonstrates Mythic Speed. Frankly, I'd make him a far more powerful character (Mythic Speed, Supernatural Recovery/Toughness/Strength). If JosephKell doesn't mind, I'll post my own version...

Quote

Deadboy clearly has Inhuman Speed. It's even referenced several times that he moves faster than humanly possible. Also, that's an AWFUL Catch and worth at least +2 (for being universally usable) and possibly +3 (for being able to be researched...which it might be). Luckily, these two issues cancel each other out airly effectively.

I'm not sure that catch entirely represents how his toughness works in the books; he really doesn't seem to *have* one, except certain kinds of magic. I'd give him +0 (unknown) Catch and thus -11 refresh; otherwise those stats (the current version with Inhuman Speed added) are very close to what I had in mind.

Yes, I intended a low-end version, but I think Razor Eddie really is that powerful even compared to other Nightside beings... he seems to come in only beneath the really top-tier entities like Lilith and the Lord of Thorns.

1045
My take on the Leanansidhe:

Leanansidhe ("Lea")
High Concept: Crazed Sidhe Sorceress
Other Aspects: Inspiration for a Price
Harry Dresden's Faerie Godmother
Most Vicious Creature of Winter
Power Old as Legend
The Athame (Grave Peril-Blood Rites)
Imprisoned by Mab (Dead Beat-Turn Coat)
Reforged by Mab (Changes)

Skills:
Epic (+6): Lore, Conviction
Superb (+5): Discipline, Endurance, Presence
Great (+4): Alertness, Survival, Intimidation
Other skills default to Good.

Powers:
Evocation [-3] (Water, Air, Spirit)
Greater Glamours [-4]
Incite Emotion (Inspiration) (Lasting Emotion) [-2]
Inhuman Speed [-2]
Mythic Toughness [-6]
   The Catch [+3] is cold iron and other standard fae weaknesses
Refinement [-10] (Evocation)
   Control: Water +3, Air +4  
   Power: Water +5, Air +4, Spirit +4
Refinement [-4] (Thaumaturgy)
   Control: Biomancy +4
   Complexity: Biomancy +4
Supernatural Recovery [-4]
Thaumaturgy [-3]
The Sight [-1]
Unseelie Magic [-2]

Stress:
Physical oooo(oooooo)
Mental oooo
Social oooo

Total Refresh Cost: -38

Notes: At one point she bore a mysterious athame; this was likely an Item of Power worth around -3 refresh.

1046
DFRPG / Re: Characters & Creatures from the Nightside
« on: June 05, 2010, 11:01:44 PM »
While he does have a few abilities such as his stare down power that would be evocation, most of his tricks come in the form of minor magical objects like his aboriginal finger bone and his excorcist coin. So I would probably give him ritual(crafter) rather than channelling.

The stare down/evil eye, the bullets-out-of-guns trick, that sort of thing.

Also I think the pointing bone is essentially a focus item for an evocation; it says in one of the books that they're useless if you don't know how to do the spell.

1047
DFRPG / Re: Listens To Wind (post-TC)
« on: June 05, 2010, 10:57:15 PM »
The entire Senior Council would have a distinct chance against Mab, IMO. Not with her Court to support her, though, and Kemmler did have backup. He's likely not in Mab's league...but I'd put him up there with the Archive, who's also in the stat-less category for various reasons.

Jim's 'who could take Mab down' post said the entire White Council, every wizard in existence, could maybe take Mab, alone outside Faerie with none of her subjects to help.

The Senior Council could probably put up a flashy (though brief) fight - I'd imagine those seven represent a significant fraction of the whole Council's combat power* - but they'd lose.

*Eb seems to be capable of truly terrifying widescale destruction; the Merlin probably is too, and has incredibly strong defenses. Injun Joe is very scary at the personal level at least, and has really good defenses (though evading-type not ward-type like the Merlin's). We don't know anything about the other four's combat ability. But given what we've seen those three do, compared to what an average Warden is capable of, I'd not be surprised if the 7 Senior Council members represented almost as much offensive power as the 2-300 Wardens (Eb killed 200 people in instants in Changes, and given sufficient prep time is apparently capable of nuke-level-plus volcano/earthquake spells)

1048
DFRPG / Re: Autumn and Spring Courts
« on: June 05, 2010, 10:00:12 PM »
a freeholding charter admitting the Old Things of the Mountains, under Spearfinger the Witch.

Is this Spearfinger based on the spear-finger/u'tlun'ta from Cherokee mythology?

1049
DFRPG / Re: Listens To Wind (post-TC)
« on: June 05, 2010, 07:29:16 AM »
Actually Claws are -1, so it's actually -7 worth of powers for -9 Modular Abilities.

OK, right. Fixed original post.

Quote
It took the entire Senior Council plus Wardens to take Kemmler. He either did complete a Darkhallow or didn't need one. That definitely puts him beyond stats. Other than that, I tend to agree with you actually.

They won, though, so he wasn't Mab level. I had him in mind as slightly-more-than-the-Merlin, personally. (Look at the upset over Morgan in TC; if Eb or Listens-to-Wind went bad, they'd probably call out the whole nine yards.)

Quote
Yeah, actually, I do have them all at that level (or around that level, anyway). I haven't done the Faerie Ladies but would peg them at somewhat less than that (Harry killed one, after all...even if he did get lucky). Maybe put them at the mid to high 20s.

About right, I think.

Quote
For details look at my thread, though be warned that it's in the Spoilers section and Changes Spoilers abound, though not in any of my Senior Council writeups.

It's here: http://www.jimbutcheronline.com/bb/index.php/topic,16552.0.html

Great. Spoilers no problem: I read Changes the day it came out ;)

1050
DFRPG / Characters & Creatures from the Nightside
« on: June 05, 2010, 07:15:36 AM »
The Nightside series by Simon R. Green ... hopefully bringing it up on a Dresden board isn't the sort of oil-and-water that Star Trek/Star Wars can be.

Seriously, though, a lot of the creatures and characters from there would be great additions to a DF game.

To stat them out, one has to make an assumption about the general power level of one universe vs. the other. For these stats, I've generally lowballed it, since it makes the beings more usable in ordinary DF games; they don't really represent what I think those beings' true power should be. So these are built with the assumption that John Taylor in the first book ("Something from the Nightside") is an Up to Your Waist level character, who has spent 6 refresh on powers. (Note that by the current book "The Good, the Bad, and the Uncanny" he is MUCH more powerful!)

This puts Shotgun Suzie and Dead Boy at about the same, as for most of Taylor's other allies. Setting the bar this low brings the real powers down to somewhat sane levels: Razor Eddie at maybe -16ish, Lilith in the high twenties, the Lord of Thorns at a "mere" -30 or so, etc.

Generally, the critters are about as scary as they should be for Feet in the Water/Up to Your Waist characters; you may want to toughen them for stronger characters. At those levels, -8 refresh cost Harrowing are still horrifying, especially in packs, but for full-fledged Wizards and Knights of the Cross they may not be.


John Taylor

High Concept: Returning Prodigal Son of the Nightside
Other Aspects: Some Call Me a Prince; Lost in the World; Hunted by my Enemies; School of Hard Knocks; Family Legacy Haunts Me


Skills:

Good (+3): Investigation, Intimidation, Endurance, Discipline
Fair (+2): Conviction, Fists, Alertness, Stealth
Average (+1): Might, Athletics, Contacts, Presence, Survival

Stunts:
Scene of the Crime (Investigation): At a crime
scene, +1 to Investigation rolls. He arrives at
findings one time step faster than usual.

Powers:

Channeling [-2]
Marked By Power [-1]
The Sight [-1]
Soulgaze [-0]
Psychometry [-1]

Stress:
Physical: ooo
Mental: ooo
Social: ooo


Total Refresh Cost:
-6

Notes:
He does have actual PI skills, which are demonstrated in the books where his finding magic gets locked down (Hell to Pay and The Unnatural Inquirer) or too dangerous to use (parts of Agents of Light and Darkness, for example); thus the Good Investigation and Investigation stunt.

Channeling represents all the magic 'tricks' he possesses apart from his Sight.

Marked by Power represents that everyone knows that he is destined to be a major player, if not *why*.

Taylor's Third Eye is more expansive than the Dresdenverse Sight, so he gets Psychometry as well.

This is a basic, and very conservative, build. By the current point in the series he's acquired much greater magical skills (possibly represented by upgrading the Channeling to Evocation?), supernatural healing (Inhuman Recovery, with a Catch of silver), and expanded what he can do with his Sight (probably Supernatural Sense), and a few new mortal stunts (No Pain, No Gain, an Investigation- or Contacts-related stunt, and maybe something else); probably putting him somewhere in the general range of -12 refresh cost. His main skill increases will be in Contacts (dramatically!), Intimidation, Alertness, maybe Endurance and Presence...

His Aspects are going to change a *lot*, too. At some point "Lost in the World" will get swapped out for "I Belong With the Monsters". "Hunted by my Enemies" goes away after that gets resolved in Sharper than a Serpent's Tooth, though I'm not sure exactly what replaces it - probably an Aspect related to his troubled relationship with Suzie Shooter.  Somewhere in the Lilith trilogy (Hex and the City - Sharper than a Serpent's Tooth), the "Some Call Me a Prince" Aspect changes slightly, to something like "Could Have Been King". Even the High Concept may change slightly by the end of book 10 to reflect his new, less marginalized role...



The Harrowing
High Concept: Faceless Homunculi
Other Aspects: Implacable

Skills:
Good (+3): Fists, Endurance
Fair (+2): Intimidation, Might, Athletics
Average (+1): Conviction, Discipline, Awareness
Other skills at Mediocre.

Powers:
Claws [-1]
Inhuman Recovery [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
 The Catch [+0]: unknown; we've only seen them beaten by brute force
Living Dead [-1]


Stress:
Physical: ooo(oo)
Mental: ooo
Social: ooo

Total Refresh Cost: -8

Notes: These faceless homunculi, created from human corpses, are always found in groups. If they're still not scary enough (and they're meant to be -very- scary), give them Addictive Saliva or Claws (Venomous) depending on what their needle-fingers are injecting. If further boosts are desired, give them Pack Instincts and upgrade their Toughness to Supernatural.

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