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Messages - Buscadera

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16
DFRPG Resource Collection / Re: Spare Character Concepts
« on: January 07, 2011, 12:27:05 AM »
Just like B.B. Hood from Darkstalkers.

17
DFRPG Resource Collection / Re: List of aspects
« on: December 21, 2010, 05:21:07 PM »
Would anyone mind if I put these lists up on the new Resource Wiki?

I think since that since this list is grabbed from everyone and everywhere, it's safe to say that it's fair game for the Resource Wiki.

18
DFRPG / Re: Wererhino: The Catch?
« on: December 20, 2010, 01:43:06 PM »
I've always made the catch in those situations be unknown and worth +0. It just doesn't make sense to me, since a major part of the catch is that it's very presence is poisonous to the character. So something with a catch of high-caliber weaponry would be burned by the touch of the barrel, even if it wasn't fired.

19
DFRPG Resource Collection / Re: Spare Character Concepts
« on: December 19, 2010, 04:11:23 AM »
Would anyone object if I (or someone else) were to add these characters to the DFRPG Resource Wiki?

I'd be proud to have my characters on the Wiki. Feel free.

20
DFRPG / Re: Knight/Emissary of Santa Claus
« on: December 19, 2010, 04:09:36 AM »
I'm interested in guys like Buscadera's character.  Which emphasis did you place on Yuletide Magic?  Obviously air, perhaps something to do with cold?  Not an element per se, but i guess it could be run as the reverse of fire.

When I think of Yuletide magic, I imagine that it includes the domains of cold, warmth, charity and joy. Santa's emissary would be able to attack with cold like Unseelie magic, but would also be able to inspire feelings of goodwill in his opponents and veil himself well. I also view the character as relying more on his items in combat than anything else, pulling another trick from his bag of toys. I could see the 'potions' of Santa's warrior taking on the form of toy soldiers that fired magical bullets, mystic jump ropes that would bind opponents and things like that. Slightly quirky, but thematically appropriate.

21
DFRPG / Re: Knight/Emissary of Santa Claus
« on: December 15, 2010, 11:28:09 AM »
This was my take on an Emissary of Santa character, with some of my inspiration (and names for some abilities) from the other threads on this subject:

Nicholas Santos (Knight of a Faerie Court) – Submerged
High Aspect: Knight of the Yuletide King
Trouble: Too Naïve For His Own Good
Other Aspects: Raised in Santa’s Workshop; Master Craftsman; Subtle Strength of Yuletide Magic; Gregarious to a Fault; Joyous Warrior

Stress:
Physical: OOO(OO)
Social: OOOO
Mental: OOOO

Skills:
• Superb (+5): Craftsmanship, Lore
• Great (+4): Conviction, Discipline
• Good (+3): Presence, Rapport
• Fair (+2): Contacts, Empathy, Resources
• Average (+1): Alertness, Athletics, Endurance, Fists, Weapons

Supernatural Powers:
   • Marked by Power [-1]
   • Inhuman Strength [-2]
   • Inhuman Toughness [-2]
   • Inhuman Recovery [-2]
      • The Catch [+3] is cold iron and the trappings of Summer
   • Item of Power: St. Nicholas’ Staff [+2]
      • Yuletide Magic [-4]
      • Refinement [-2]
      Focus Items:
         • St. Nicholas’ Staff: Complexity: +2 Yuletide; Frequency: +2 Yuletide
      Enchanted Items:
         • Santa’s Bangle: Yuletide Weapon: 6 Attack; 4/uses per session
         • Handmade Gloves: Yuletide Weapon: 5 Attack vs. Zone; 3/uses per session
         • Ruby Cap: Yuletide Counterspell: 6; 4/uses per session
         • Maroon Scarf: Yuletide Block: 4 or Armor: 2; 6/uses per session
         • Crimson Coat: Yuletide Block: 6 or Armor 3; 4/uses per session
         • Hiding Boots: Yuletide Block: 5 vs. Perception, Duration 3 rounds; 3/uses per session
         • Two Potion Slots
      Rotes:
         • Frostbite: Yuletide; Weapon: 4 Attack
         • Cold Front: Yuletide; Weapon: 2 Attack vs. Zone
         • Shield of Warmth: Yuletide; Block: 4
         • Ho! Ho! Ho!: Yuletide; Applies Goodwill Toward Men Aspect to an opponent; sticky
         • Veiled Steps: Yuletide; Block: 4 vs. Perception

Adjusted Refresh: 2


22
DFRPG / Re: New list thread: custom Items of Power
« on: December 14, 2010, 01:41:45 PM »
Whoops... I think I just started throwing history terms onto the page without looking. I'm sure the sword was used during the Civil War to combat some sort of supernatural menace, but it originated with Washington in the Revolutionary War.

23
DFRPG / Re: New list thread: custom Items of Power
« on: December 14, 2010, 06:50:20 AM »
For my Patriotic Defender of America character, a knight in a Mason-esque secret society dedicated to combating supernatural threats, I've made the Sword of the Revolution.


The Sword of the Revolution [-3]
• One-Time Discount [+2]
• It Is What It Is: George Washington’s exquisitely made hanger-type battle sword that functions at Weapon: 3.
• Unbreakable: The sword cannot be broken except through a ritual dedicated to perverting its purpose or preventing the freedom of a being possessing freewill.
• Let Freedom Ring [-2]: The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
• True Aim [-1]: When swung in keeping with its purpose, the Sword of the Revolution grants a +1 to the wielder’s Weapons skill.
• All Beings Are Created Equal [-2]: When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.

24
DFRPG / Re: Angelic Scion
« on: December 11, 2010, 08:38:49 AM »
For a nephilim character, I would think you'd want some physical abilities (Inhuman Strength, Inhuman Speed, Inhuman Toughness and Inhuman Recovery with a catch of unholy things) as well as some True Believer powers like Righteousness and Holy Touch. All of that plus a Human Guise that disguises the nephilim's angelic Wings and that's a half-angel ready to go.

25
DFRPG / Re: City Creation - Miami
« on: December 06, 2010, 04:28:57 PM »
I wouldn't have posted the sheet for you if I didn't want you to use it. Feel free to use whatever strikes your fancy.  ;D

Most of what you see on TV and in movies about Miami isn't too far from the truth. When people come here, they tend to get caught up in the club scenes and the nightlife, which has lead some people I've known to refer to Miami as a City of Transition. There are some locals, but it seems like everyone is from someplace else and headed somewhere else.

Miami has lots of little neighborhoods which each have their own feel. If you're using TV shows as your guide, you might be familiar with Burn Notice. There's an episode where Michael tries to determine where a contact is staying based on her sunglasses and which neighborhood they would likely come from. It serves as a pretty neat guide to the sections of Miami. Here's a rundown:

- Coral Gables: An upper-class neighborhood where the University of Miami is located. A nice place, but fairly bland. Not many locals, mostly upper-class families and rowdy college students.
- Little Havana: A Cuban neighborhood near the Gables. A nicer neighborhood than college students tend to think, it's a good place to go for a quick bite to eat. Lots more locals with a much more community-focused vibe, with the occasional UM student looking for cheap housing.
- Little Haiti: A poor neighborhood with lots of Haitian immigrants. People give this area a bad name, but I like it personally. My favorite bar is there and everyone I've ever met has been nice. Some gang activity, but nothing major.
- Overtown: A poor primarily black neighborhood with a rich history. It used to be something like the Harlem of the South, with a famous jazz scene. Ever since the highway ran through it, it's gone downhill. UM is currently putting up a life sciences park that stands to put some 500+ families out of their homes. Lots of good plot hooks here.
- South Beach: This is what most people think of when they picture Miami. Glamorous clubs, beautiful people and drugs everywhere, South Beach is the celebrity lifestyle at it's most depraved.
- Coconut Grove: Like South Beach lite. A nice neighborhood with a row of bars and clubs (CocoWalk). Lots of UM students come here to do their drinking, although plenty of locals resent them for moving in. There are certain nights for townies and certain nights for UM students, anyone violating these rules can face some harsh consequences.

There are plenty of other parts of town, but these are the ones that I'm most familiar with and they should be enough to get you started. This plus what you've already got should have you set up.

The mayor character is basically Green Arrow from DC Comics with a bit of Skink from Carl Hiaasen's novels thrown in, just repackaged and repurposed to fit within my Dresdenverse vision of Miami. All of the local politicians are fairly corrupt and I just liked the idea of a pinnacle politician who's trying to take back the streets from the creatures of the night.

26
DFRPG / Re: City Creation - Miami
« on: December 06, 2010, 03:25:27 PM »
I'm a Miami resident and I'd be happy to help. I've had a few games fall through here, but I have managed to put together a city creation sheet that you might find useful. You can find it here.

If there's anything specific you want to know, feel free to ask.

27
DFRPG / Re: Non-Accorded Neutral Ground
« on: December 06, 2010, 03:52:37 AM »
For a local Miami game that never got off the ground, I took my favorite Miami bar (Churchill's: A Sort of English Pub) and turned it into The Winston. Guarded by a ogre-blooded doorman and frequented by Miami's supernatural community (which include a golem-commanding rabbi, a loa-summoning voodoo mambo and the club-hopping "adult" version of Ariel from The Little Mermaid), most of the supernatural community uses it as a meeting ground. It acts as a safe haven for runaways of all types, all watched over by the doorman Mr. G. Since almost every group has a vested interest in the place staying calm, everyone tries to stay polite.

It even has the aspect We Ain't Accorded, But We're Neutral.

28
DFRPG / Re: Beginning character in advanced game?
« on: December 06, 2010, 02:53:23 AM »
If you wanted to play an easy-to-follow character in a higher level game, you might consider playing a Pure Mortal and simply leave yourself a lot of refresh. That will give you a character that you should be able to understand easily without limiting the other players.

Plus if you decide to change your character concept once you've got the hang of the game, you'll have the refresh available to do so.

29
DFRPG / Re: MKULTRA and government warlocks
« on: December 05, 2010, 04:31:42 PM »
Jim has said something about the Library of Congress having a supernatural collections division, which I imagine to mean something in the vein of Warehouse 13 or something similar. There was a quickly defunct PbP on these boards that took place in DC which had the beginnings of some sinister government/supernatural organizations. That was actually the game where I played an agent of the Library of Congress.

30
DFRPG / Re: How Many Scions Can You Make?
« on: December 04, 2010, 02:18:54 PM »
I've got a few scion characters written up among my loads and loads of character sheets that I he written up. Rather than list out all the character sheets, I'll just mention the high concepts.

Among my ideas for scion characters are: the Storyteller Son of Anansi, the Boorish Son of Hercules, a Smooth-Talking Jann Lawyer, the Vernal Lord of the Pixies, a Half-Ankou Horror Mogul, a Meddlesome Jann Detective, a Sasquatch Jock, an Infernal Ex-Spy Troubleshooter, a Descendant of the Monkey King, a Dwarven Artisan, an Infernal Lawyer, a Nephilim Private Investigator, a Merfolk Mercenary and a Troll-Blooded Hard Man.

I really like scions as characters, since they can be whatever you want them to be without the restrictions of the templates in the books. I can make my jann quick and clawed while my dwarven character is hearty and stout, and both still fall under the "scion" domain.

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