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Topics - KOFFEYKID

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31
DFRPG / Idea for Physical Immunity: The Observer
« on: May 12, 2010, 06:07:26 AM »
I was thinking of interesting catches for physical immunity, and I had one that I thought was really really good, how about this

The Catch: Purely Neutral Entity (+6, since it limits you to doing NOTHING)

You are only immune to everything as long as you don't intentionally interfere with the events happening around you. As soon as you get take any action against anybody in any conflict, you loose the benefit of Physical Immunity for the entire scene.

-edit-

On the upside, I dont think you'll satisfy the catch if you defend yourself from an attack, IE, they are gunning for you.

32
DFRPG / Mimic Power Abuses
« on: May 01, 2010, 01:49:58 AM »
I was looking at Mimic Power, and thinking that it might be a shortcut to building an uber-Sorcerer, the really powerful bit is the ability to just strait up replace your score in a skill with the rank of your victim's skill. It seems like a fine way to get lots and lots of skill points. Here is just a preliminary theoretical build to showcase what I mean. Note that under Mimic Power's Must, it only details needing to set aside mimic points, you dont even have a surcharge like with Modular Abilities, or any other powers.

COST   POWERS
-9         Mimic Abilities

Mimicked Abilities
COST   POWERS
-3         Evocation (Earth, Water, Spirit)
-3         Thaumaturgy
-1         Conviction (5 Ranks)
-1         Discipline (5 Ranks)
-1         Lore (5 Ranks)

Ranks   Skills
5         Endurance, Presence, Lore, Conviction, Discipline
4         Empathy, Rapport
3         Athletics, Alertness
2         Resources, Deciet
1         Intimidation, Scholarship

This guy has 5 Rank 5 Skills, at Refresh -9. He also has an extra Physical, Mental, and Social consequence.

33
DFRPG / Gifted With Soul
« on: April 30, 2010, 03:29:44 AM »
You know how when somebody tells you that you can't do something, the first thing you do is try to figure out a way to do it? Well, here is my attempt. First a little bit of exposition.

I was thinking that not all death curses have to be curses, here is the topic I made about it here, but this quote explains my idea for a Red Court with Soul:

Ive got the idea of a wedded pair of wizards captured by the reds and infected for fun, to see who would eat the other first, and the husband uses his death curse to say "Keep Your Soul" as she kills him in bloodlust.

Here is my attempt to stat that idea in a playable character. Below is the crux of the idea, a new power for Red Court Vampires, based off of the item of power, only this has far more severe downsides.

Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire.
Effects:
Silence the Beast. You loose your Echoes of the Beast power As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits of the Refresh Bonus described above, becoming an NPC. If you spend one fate point you have one day to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.

The change to the Catches is so that the character doesn't inconvenience the party, but its possible to remove that bit if you think the power does too much already, you might even turn it into an upgrade, but I wouldn't bother with it. The danger that your phylactery could be destroyed is too great.


Here is a character with the power.

Isabella Hargrove

Red Court Rebel High Concept
Isabella hates the Red Court, yet she is a vampire of the red court. She spends most of her effort in spying on them and sending information to the fellowship of St. Giles.
Invoke: To aid in any effort against a red court opponent. Bonuses when Using her Red Court Powers.
Compel: To get Isabella involved in plots to thwart the red court.

Traitor To The Blood Trouble
Isabella is a well known rebel of the Red Court, and they hunt her, since she has proven to be a thorn in more than a few sides.
Compel: To get her in trouble with Red Court Vampires.

Black Sheep Of The Fellowship Background
Once Isabella was able to verify that she still had a soul, the Fellowship was eager to put her out in the field, though they don't trust her as much as did before.
Invoke: For bonuses on Contacts within the Fellowship, and access to their Resources.
Compel: For the most part she is a lone agent, but sometimes they call her in for a specific task.

Vengeance, Served Hot Or Cold Rising Conflict
Isabella and her Fiance' were captured by the Red Court, and she was repeatedly beaten repeatedly, forcing her body to heal the damage with the speed of a Red Court Infected. Her hunger mounted, and grew until she could no longer control it. The only available meal was her Fiance', and she killed him in her unreasoning bloodlust. His final words were "Keep your Soul."
Invoke: Isabella has learned to take her vengeance in any way she can get it. Once somebody has wronged hurt her in any way she can invoke this to aid in getting vengeance.
Compel: Isabella finds it hard to resist sating her lust for vengeance.

**Note** Isabella's Phylactery is her engagement ring.

COST   POWER
+1      Gifted With Soul
 -1      Addictive Saliva
 -1      Blood Drinker
 -1      Claws
 -1      Flesh Mask
+1      Feeding Dependency
 -1       Cloak of Shadows
 -2       Inhuman Strength
 -2       Inhuman Speed
+2       The Catch
 -2        Inhuman Recovery
 -2        Inhuman Toughness
--------------------------
-9

Rank    Skills
5         Discipline
4         Athletics, Stealth, Alertness
3         Deceit, Presence, Fists
2         Empathy, Lore, Endurance
1         Resources, Contacts, Rapport

34
DFRPG / Beneficent Death Curses
« on: April 30, 2010, 12:05:11 AM »
I was thinking, Death Curses have such a bad rep, nothing says that a Death Curse has to be a curse. All a Death Curse is a huge thaumaturgic ritual that uses all of somebodies life force.

Now, the question is, what Beneficent uses of the death curses can you imagine?

35
DFRPG / Lawbreakers: Do We Need Them?
« on: April 28, 2010, 06:24:22 PM »
Do you actually think lawbreakers (the stunts) are actually needed? Ive been thinking that they are a crutch of the system, and shouldn't be modeled the way that they are. I think a social impact, and a aspect impact should be enough for most lawbreakers (the people, not the stunt).

What do you guys think? Can you punish a player adequately enough without having to also force a power on them?

36
DFRPG / Damaging and Destroying Foci
« on: April 15, 2010, 10:12:02 PM »
Damaging and Destroying Foci

Sometimes a practitioner will channel so much raw power through their foci that it becomes damaged, or destroyed all together. These rules are aimed at pinning down how that happens.

When a practitioner takes backlash stress from channeling power in excess of his discipline, a common practice is to take a physical consequence. By channeling a portion of that backlash into the focus he may downgrade the physical consequence he takes by one step per Focus Slot the Focus has. Unlike most consequences, the consequences to a Foci does not heal over time. An effort must be made by the player to repair the damage. Otherwise you may loose part of the benefit offered by a Foci, like Harry's damage shield bracelet in Dead Beat. A focus that has lost the benefit of all Slots through consequences is destroyed.

For Example:

Harry Dresden is being chased by a big, big, nasty ghoul. He has a Conviction score of 5, and a Discipline score of 3. He decides he is going to call up one huge fire evocation, he has a fire specialization, and he has a Blasting Rod that gives him +1 Fire Control. He pulls in 13 Shifts of power, 7 over his modified average for a fire evocation. This fills in his 3rd and 4th slots on his Mental Stress bar. Next Harry rolls his Discipline. He rolls a +3, making his control for this spell 7. He doesn't have many fate points left, but he invokes his aspect of Not So Subtle, Still Quick to Anger. Now his roll is 9, 4 points off his Goal. He only has a Mild Physical Consequence left to tap, which he does. Two backlash left, and Harry decided to channel them through his blasting rod, inflicting a Mild Physical Consequence on it (which applies the Fire Offensive Control Broken aspect to it, canceling its bonus, and since that is all the focus does, it is broken). He manages to control it all, and he hits the ghoul for an INSANE FUEGO, cutting it in half at the waist. Sadly though, his Blasting Rod burnt to a cinder, and now he has to craft a new one.



What do you guys think?

37
DFRPG / Kumori, Necromancy, and Saving Lives
« on: April 14, 2010, 02:43:23 PM »
How exactly would you go about recreating the spell necromancy Kumori uses to keep somebody from dying? I was thinking it would require Kemmlerian Necromancy, and would be a binding targeting the soul, using the persons body as a container. Something like this:

Stay Death's Hand
Type: Thaumaturgy, necromancy (Kemmlerian Necromancy)
Complexity: 10 (varies with duration)
Effect: Binds the target's soul to his or her body for the thirty minutes, staying death's hand. Apply the "On the Edge of Death" aspect to the target for the duration of the spell.
Notes: This assumes the target is not resisting the spell, if so, the target may roll his Conviction, and apply that as a penalty to the caster's Discipline roll to control the spell.

Basically +5 shifts for covering physical stress slots, more may be requires for tougher creatures (who've suffered more damage), but this should suffice for most mortals. Add another five to make it last 30 minutes (should be long enough to get an ambulance to a hospital).

*edit*So for example Bob is dying, and he has 3 Physical Stress slots, so obviously all 3 of his are used up, if Kumori casts this spell on him, he can ignore the 3rd and second stress slots for 30 minutes, Bob might be able to get to a hospital by himself if his wounds dont prevent him from moving. Remember, Bob is still affected by all the consequences he's received along with the damage. A broken rib or two might keep him from being able to move around all together (he is after all, on the edge of death).

Another way I was thinking the spell could be made is as a threshold block vs the spirit leaving the body, but that wouldn't last very long.

38
DFRPG / Replacement for Bob
« on: April 14, 2010, 11:17:57 AM »
So, Im working on making a character and I wanted something that could function in a similar capacity to Bob, without actually ripping off Bob.

My idea is an illusion that can store, retrieve, alter information, and can receive and execute simple commands.

Yes, the basic building blocks for a magic computer. What do you guys think? How tough would this be to make with thaumaturgy (how many shifts)?

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