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Messages - Buscadera

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31
DFRPG / Re: Statting a Killer (Literally) Semi Truck
« on: December 03, 2010, 08:09:52 PM »
Personally, I liked the initial idea of the truck being some strange unknowable demonic entity rather than the summoned being of a strange new technomancy cult. It had a much more menacing vibe. When the session ended with the heroes victorious, the GM could describe how at the bottom of the cliff where the truck's crippled shell lay, a headlight began flickering ever so faintly...

But YMMV. One thing I like about the Dresdenverse is that almost anything can fit in as long as it isn't too goofy and that restriction is even lifted sometimes.

Fae magic, strangely enough, does not hex anything. Nor does any other type of non-mortal magic.

So, a group of changelings with Seelie or Unseelie magic can be quite good technomancers.

I have a Fae Con Man character written up with that as his shtick. He'll walk into a bank and request to withdraw a large sum of money, glamour the computer screen until he gets his cash and escape leaving everyone none the wiser.

32
DFRPG / Re: Names for a type of magic
« on: December 02, 2010, 03:26:16 PM »
Luxometry sounds nice, but it has a kind of academic flair to it that might not fit the character.

Another poster on the boards has a character with powers of Tenebromancy, a controller of shadow. For my own shadow-wielding thief, I gave him Umbramancy.

Other ideas include: Spectrumancy, Penumbramancy and Luminomancy.

33
DFRPG / Re: Aspects for Themes and Threats... Grrr
« on: December 01, 2010, 07:43:59 PM »
Also, you might find this useful. It's the City Creation link from a now defunct PbP DFRPG game I was in set in Seattle.

34
DFRPG / Re: Lookin for a group
« on: November 30, 2010, 09:08:12 PM »
Need to find a Group in Tampa, FL..... anyone, anyone, bueller, bueller

If you're looking for a game down in Miami, then I'm your man! C'mon, who doesn't want to drive a few hours each week for an RPG?

35
DFRPG / Re: Character Help
« on: November 29, 2010, 06:03:00 PM »
Wow, thanks for all the responses. Quite a pleasant surprise that I've actually underpowered my character rather than overestimating. I was afraid that he was too strong.

36
DFRPG / Character Help
« on: November 29, 2010, 05:32:03 PM »
For as much as I love writing up characters in DFRPG, I tend to shy away from spellcasters because I'm not too sure if I have the magic system down yet. Here's a wizard character I wrote up, complete with rotes, focus items and enchanted items. Can some of the rules gurus on the forum give him the once-over and tell me if I've put him together properly?

Thanks in advance.

Terrance Rhodes (Wizard) – Submerged
High Aspect: Blue-Blooded Wizard of the White Council
Trouble: Old Money, New Problems
Other Aspects: More Degrees Than a Thermometer; Master Artificer-in-Training; Every Problem Has a Solution; Golden Boy of the White Council

Stress:

Physical: OOO
Social: OOO
Mental: OOOO

Skills:

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

Supernatural Powers:
   • Evocation [-3]
(Specializations: Earth, Fire, Spirit; Power: Earth +1; Spirit +1)
   • Thaumaturgy [-3] (Frequency: Crafting +1; Complexity: Crafting +1)
   • The Sight/Soulgaze [-1]
   • Wizard’s Constitution [-0]
   • Refinement [-1]

      Focus Items:
         • Iron Ring: Control: +1 Earth
         • Copper Wand: Frequency: +1 Crafting
      Enchanted Items:
         • Ram’s Head Ring: Spirit Weapon: 3 Attack; 3/uses per session
         • Onyx Stud: Spirit Block: 3 vs. Perception, Duration 3 rounds; 1/use per session
         • Ruby Ring: Fire Weapon: 4 Attack; 2/uses per session
         • Cobalt Ring: Spirit Block: 4 or Armor: 2; 2/uses per session
      Rotes:
         • Thunderbolt: Earth; Weapon: 4 Attack
         • Earthquake: Earth; Weapon: 3 Attack vs. Zone (requires Ring)
         • Force Bubble: Spirit; Block: 4 or Armor 2, Duration 2 rounds
         • Electrified: Earth; Applies Shocked Aspect to an opponent for 3 rounds (requires Ring)
         • Rain of Fire: Fire; Weapon: 2 Attack vs. Zone

Mortal Stunts:
   • Lush Lifestyle
(Resources):

Adjusted Refresh: 1

37
DFRPG / Re: Story-Related Questions (slighlty book soilerish)
« on: November 29, 2010, 01:54:32 PM »
I have a friend that has a pretty good take on the Jade Court I may borrow if I decide to use them, but I'm not even sure Miami has a large chinese presence much less a chinatown. But I may however modify his verison to make it my own by allow several variant blood-lines...that and I realllly like the idea of using Pennagolans!.

There's not really a Chinatown, but there are plenty of immigrants from Caribbean countries of Chinese descent. I can see some Jade Court presence by way of Trinidad/Jamaica/St. Vincent and the like.

38
DFRPG / Re: Aspect help... (need ideas & inspiration)
« on: November 26, 2010, 03:32:05 AM »
Blue-Blooded Jetsetter
Suckled on a Silver Spoon
"That's What Servants Are For..."
High-Society Golden Boy
Aristocratic Maestro
Friends in High Places

39
DFRPG / Re: Item of Power Ideas/Help
« on: November 24, 2010, 03:41:18 PM »
I've got the sources and ideas for the Items laid out. What I need help with is giving them in-game stats. It seems like every IoP I put together is either a SotC knockoff or just a route to give the character access to Sponsored Magic. I want these IoPs to be unique, rather than just a way to get around on the limit of three SotCs.

40
DFRPG / Item of Power Ideas/Help
« on: November 24, 2010, 12:59:31 AM »
Okay everybody, I need some help. Items of Power are cool ways to give characters access to supernatural powers while still keeping them as some sort of human, often otherwise mortal or True Believers. The problem I'm finding is that most IoPs I can think up end up defaulting to being Sword of the Cross knockoffs. This just doesn't seem right to me.

So I raise the question to all of you. How would you stat these Items of Power?

Spear of Destiny: This is arguably just like the SotC, except without the organization that the Knights have in the series. In another game I played in, the wielder of the spear worked as the emissary of Uriel, similarly to how the Swords each linked up with an archangel. What powers would you give it?

Christ's Bloodwhip: Again this could be arguably another SotC, except a whip instead of a sword. The idea is that this is the whip used to torture Jesus, and so it still has some holy powers. The character I had in mind for it is a monster-slaying sort, with access to a whole arsenal of relics and True Believer powers. What else should it do?

The Sword of the Revolution: This is an idea I've had ever since I heard the idea in a history class that George Washington was referred to as the "Sword of the Revolution", Thomas Paine was the "Pen of the Revolution" and Samuel Adams was the "Mouth of the Revolution". I got this idea that there would be a DF group like the Masons that had three agents in the field called the Sword, the Pen and the Mouth. I don't know what the artifacts for the other two would be, but the Sword is the character I would want to play. The rest of his stats are the same as most True Believers (with his faith lying in freewill and liberty rather than a deity), but what would his sword do?

John Henry's Hammer: The rest of the stats for this character are easy enough (Inhuman Strength, Toughness & Recovery with The Catch [+3] being machines or anything technological), but what abilities would the hammer have? The character works as more of a spiritual successor to the folk hero rather than a direct descendant, but he would still have some power thanks to the myth.

41
DFRPG / Re: Unusual character...
« on: November 22, 2010, 02:49:01 PM »
-9 is the immediate answer, but I think a total of -7 would be fair. The powers are certainly opposite, allowing for both creation and destruction. But I think a return of 1 Refresh is a good compromise.

42
DFRPG Resource Collection / Re: Spare Character Concepts
« on: November 20, 2010, 04:46:55 PM »
not to sound like an idiot but what's tenebromancy

Thematic ritual magic granting control over shadows.

43
DFRPG / Re: questions about were-creatures
« on: November 19, 2010, 07:54:59 PM »
I see were-creatures as mortals with a supernatural ace up their sleeves. So if a werewolf has all the normal abilities for his type, he might advance instead as a mortal might, gathering new stunts or additional refresh. They can have more than two Inhuman Traits or advance them up to Supernatural, but I envision were-creatures as enhancing their mortal traits rather than beef up their supernatural forms.

As to them being underwhelming, they can do things that mortals simply can't and survive much longer in a fight with monsters. I think that's worth something.

44
DFRPG / Re: Soulfire Spell Effects?
« on: November 17, 2010, 07:34:17 PM »
The character in question from my original post is a dead man animated by celestial forces to fight the enemies of heaven on earth.

His abilities are something like:

Soulfire [-5]
Living Dead [-1]
Guide My Hand [-1]
Marked By Power [-1]
Inhuman Toughness [-2]
The Catch is Unholy Power [+2]

Not to nitpick, but your Catch negates the Refresh cost of Inhuman Toughness. It should be bumped down to +1.

45
DFRPG / Re: Soulfire Spell Effects?
« on: November 17, 2010, 06:59:09 PM »
Don't have books handy, but isn't it required to have at least channelling or ritual to pick up soulfire?  I know it's not for the other sponsered magics....  The books call it rebar, but well without concrete, rebar by itself doesn't do much  ;D.

Nope, the only Sponsored Magic that requires Evocation and Thaumaturgy is Kemmlerite Necromancy. Soulfire has no such requirements, just a note as to why it costs more. The book also says that it acts much like fire in terms of evocation, which I would think means that users would be completely free to use it in an act of pure aggression.

Also interesting to note that Soulfire isn't referred to in terms of a sponsor, rather saying that the Soulfire itself has an agenda that appears to be in line with the forces of Heaven. This adds a little bit of weight to the idea that it comes from within rather than from an outside source.

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