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Messages - Sanctaphrax

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31
DFRPG / Re: DFRPG stats for Ghosts, Spectres and Poltergeists
« on: May 20, 2021, 07:01:16 AM »
There are some ghosts in the generic NPC thread. If you set it to print and search for Spirit Form, you can find them easily enough.

There's a Spirit Form rework on the wiki, but I'm not sure if it's any good.

If basic ghosts feel weak, why not have the ghosts be of people who would've been serious threats in life? A wizard ghost can probably still fireball you.

32
DFRPG / Re: kitsune
« on: March 31, 2021, 06:25:08 PM »
I think the basics would be...

Glamours [-2]
Echoes of the Beast (Fox) [-1]
"Beast" Change (Turn into a human) [-1]

Might also have some powers attached to Human Form. Maybe Diminutive Size, if the fox form is normal-fox-sized.

33
DFRPG / Re: Mechanical Owl
« on: March 17, 2021, 06:50:24 AM »
First of all, you'll want an Aspect. So you can spend a Fate Point and get some random logical benefit that you wouldn't think to include in a Power.

It basically sounds like an Item of Power. Perhaps granting a Supernatural Sense, if it basically serves as another pair of eyes. Or you could dig up this old custom Power and try something like...

Item of Power (metal owl) [+2]
  Projection [-2]
  Limitation (only for the owl) [+1]
    Wings [-1]
    Diminutive Size [-1]

That works out nicely to 1 Refresh. But as always, Powers like these are an at-your-own-risk kinda thing.

34
DFRPG / Re: Request A Character
« on: March 14, 2021, 08:24:47 AM »
I can do some stuff with that. Can't really write Aspects, though. Here's a start, picking Chest Deep more or less arbitrarily.

Fast rituals suggest some kind of Sponsored Magic variant. Not sure what kind of magic he throws around, though, so I'll leave that possibility for now.

Occult Network is overly broad; I'd want to narrow that down before calling this done.

Suberb: Deceit, Lore
Great: Discipline, Rapport
Good: Conviction, Empathy
Fair: Presence, Alertness
Average: Endurance, Stealth

Occult Network (Lore): Use Lore in place of Contacts for dealing with otherworldly beings.

Channeling (Fire) [-2]
Thaumaturgy [-3]

35
DFRPG / Re: Quetzalcoatl
« on: March 14, 2021, 08:17:06 AM »
If I understand correctly, Quetzalcoatl was a god of the sky and of knowledge.

So perhaps air for evocation and a mixture of air magic and divination for the thaumaturgy. And for the special extra...maybe Wings? Using an existing power is a bit dull, I guess, but it really seems to fit.

36
DFRPG / Re: Need help building a spell in DFRPG
« on: March 09, 2021, 08:23:33 AM »
Probably just a straightforward Scholarship replacement, then. Obviously the guy wasn't beyond the reach of human medicine.

37
DFRPG / Re: Need help building a spell in DFRPG
« on: March 04, 2021, 06:58:39 AM »
Been a while since I read that book. What exactly did the spell do, again?

38
DFRPG / Re: Help with a character idea for an NPC
« on: February 20, 2021, 01:14:57 AM »
Is she meant to be an ally? An antagonist? An mostly uninvolved but friendly figure?

Regardless, here are some random ideas:

-She's a mortal, and in order to keep up with her husband's wizardly lifespan she's on very elaborate life support. She basically lives in a tube.

-She's a full wizard who's used the Sight rather too much over the course of her life. Her mind is full of unforgettable visions that occasionally become outright hallucinations.

-She was a Changeling and is now a mortal. She's extremely pro-normalcy, both ideologically and by by personal preference. Involved in mundane business and politics. Tries to make her magical family as mundane as possible.

-She's a wizard and an Emissary of Power who serves as an intermediary between the White Council and something or other. Her actual loyalties are either uncertain or divided, and generally gets the worst of any tension between her two masters. Sometimes this spills over onto her family.

-She really, really, likes your character's new spouse.

-She really, really, dislikes your character's new spouse.

-She can't handle her booze at all, but insists on drinking at weddings.

-She's determined that the special day be absolutely perfect and constantly freaks out about it.

39
DFRPG / Re: Request A Character
« on: February 07, 2021, 11:02:24 PM »
Unfortunately, I know nothing about that portrayal of John Constantine. I know a bit about the character in general, but only a bit.

I can take a crack if you tell me more.

40
DFRPG / Re: Please help with 2 spells for my wizard
« on: December 10, 2020, 08:37:56 AM »
Thaumaturgy difficulty is generally based on the difficulty of a roll to accomplish the same task through mundane action.

Mending clothes might be difficulty 1-2 with Craftsmanship. And washing your clothes is too easy to bother rolling for.

Base complexity should be plenty for both.

41
DFRPG / Re: DFRPG Youtube Videos
« on: November 28, 2020, 09:46:49 AM »
What I've listened to seems good. I don't really have any great desire to watch introductory content though; I do know how to play this game.

If you want a specific suggestion...I think you might oversell what a Superb rating in a skill means, but that's a minor quibble. And it's likely worth mentioning the 1-3-3-3-3 skill pyramid at Submerged.

42
DFRPG / Re: Help on a Campaign Setting
« on: November 28, 2020, 09:40:27 AM »
You can probably get a lot of story mileage out of completely mundane stuff in that time and place. Colonizing a place is neither peaceful nor boring.

I'd be tempted to push the time period forward just a bit, into the Gold Rush proper. It seems like fertile plot fodder, and the massive influx of new people should give you a great excuse to introduce whatever kind of person or monster you want.

43
DFRPG / Re: Questions on Aspects & Locations
« on: November 05, 2020, 03:56:11 AM »
In general, there aren't hard rules for this sort of thing. You can play without even making Locations and Faces; the guidelines in the book are just one reliable way to build a solid foundation for a game.

1. It's generally a good thing if an Aspect has many and varied possibilities. Not actually a problem if some Aspects are pretty much all good or all bad, though.

2. A classic example is ACCORDED NEUTRAL GROUND. Sometimes it's convenient for you that a place is neutral; other times it's a problem. Good if you want to arrange a nonviolent meeting or get the Unseelie Accords involved; bad if you want to attack someone there, or want to avoid the Unseelie Accords at all costs.

3. It's describing whatever you think is important about the location, whatever you're likely to invoke and compel.

4. It's fine if a Face's HC has nothing to do with their Location. If you look in the back of YS, many of the Baltimore Faces have unrelated HCs.

5. The Idea is usually a longer, clearer, and less evocative version of the Aspect. The Aspect boils down the Idea, basically.

6. A single Face isn't gonna express everything about a Theme and doesn't need to. They just need to bring that theme to the forefront whenever they're a major presence in a scene. For example, a corrupt mayor could serve as the Face of THE CITY IS ROTTING if interacting with him makes the city's rot clear.

44
DFRPG / Re: Questions about Beast-Change & skills
« on: October 30, 2020, 05:52:56 AM »
I wouldn't allow someone to get a Human Form rebate on Beast Change.

45
DFRPG / Re: Questions about Beast-Change & skills
« on: October 30, 2020, 04:56:30 AM »
Everyone has a rating in every skill.

Beast Change can totally raise skills from 0 or drop them to 0. In fact, from a character-optimization perspective, that's usually the best way to use it. And as you point out, it makes a lot of sense for many skills to become 0 when you transform.

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