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Messages - Taran

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16
DFRPG / Re: Stats for Frankenstein's Monster
« on: September 20, 2021, 11:25:18 PM »
I'd be game to try with a bit more information. Right now I'm pretty lost on the skills and Aspects.

That's why I used strikeout...because I was taking back that comment.

I will say that a low scholarship with a stunt that boosts it for learning or memorizing information.

17
DFRPG / Re: Stats for Frankenstein's Monster
« on: September 10, 2021, 08:09:31 PM »
He's kind of a child so I'd go with low scholarship and lore but I Might and mid to high fists.  Mid to High Endurance and pretty good Empathy.  It's been a long time since I read it, though.

From Wikipedia:

Quote
The Creature's narrative
Intelligent and articulate, the Creature relates his first days of life, living alone in the wilderness. He found that people were afraid of and hated him due to his appearance, which led him to fear and hide from them. While living in an abandoned structure connected to a cottage, he grew fond of the poor family living there and discreetly collected firewood for them, cleared snow away from their path, and performed other tasks to help them. Secretly living next to the cottage for months, the Creature learned to speak by listening to them and taught himself to read after discovering a lost satchel of books in the woods. When he saw his reflection in a pool, he realized his appearance was hideous, and it horrified him as much as it horrified normal humans. As he continued to learn of the family's plight, he grew increasingly attached to them, and eventually he approached the family in hopes of becoming their friend, entering the house while only the blind father was present. The two conversed, but on the return of the others, the rest of them were frightened. The blind man's son attacked him and the Creature fled the house. The next day, the family left their home out of fear that he would return. The Creature was enraged by the way he was treated and gave up hope of ever being accepted by humans. Although he hated his creator for abandoning him, he decided to travel to Geneva to find him because he believed that Victor was the only person with a responsibility to help him. On the journey, he rescued a child who had fallen into a river, but her father, believing that the Creature intended to harm them, shot him in the shoulder. The Creature then swore revenge against all humans. He travelled to Geneva using details from Victor's journal, murdered William, and framed Justine for the crime.

The Creature demands that Victor create a female companion like himself. He argues that as a living being, he has a right to happiness. The Creature promises that he and his mate will vanish into the South American wilderness, never to reappear, if Victor grants his request. Should Victor refuse, the Creature threatens to kill Victor's remaining friends and loved ones and not stop until he completely ruins him. Fearing for his family, Victor reluctantly agrees. The Creature says he will watch over Victor's progress.

Edit:  He strangles most of his victims so some kind of grappling power or just the Strength power seems appropriate.  Hulking Size is appropriate given the description that Viktor had to make him large because the 'minute details of the human body' were difficult to replicate/create.

18
DFRPG / Re: Evothaum?
« on: September 10, 2021, 04:02:06 PM »
Ok.  That helps.  Thanks.

So for example, one of my players has this from the Sponsored Magic list in the resources.

SEIÐR OF ODIN [-4]

Description: Drawing on the power of the god Odin, you can cast spells that fit his essential nature: war and battle, victory and death, wisdom and prophecy, trickery, cunning, and the hunt. These magics are under Odin’s sway and making use of them will inevitably gain his notice.

Sponsor: Odin, first among the Norse gods, far away in his hall of Valhalla. Valhalla is in the Nevernever in the realm of Asgard.

Agenda: Odin is and has always been preparing for Ragnarok. Those he selects are aggressive warrior types worthy of Valhalla. Though he does not necessarily need mindless warmachines, whoever is selected is invariably willing to take a stand against “the enemy” in the last battle.

Evocation: Evocations cast with Odin’s Seiðr encourage or make use of lightning, trickery, battle, pain, fury, and knowledge. Their aesthetics generally involve runes.

Thaumaturgy: Rituals cast with Odin’s Seiðr make use of the same themes as Evocations cast with it. They may also be used for divination through the method of casting runestones.

Evothaum: All rituals that may be cast with Odin's Seiðr may be cast with Evocation's speed and methods.

Extra Benefits: When Odin’s Seiðr is used against a giant, any Toughness Powers that that giant has are treated as though they were one step weaker. Norse giants are not the only giants; big humanoid fey like ogres count too, and there might be other categories of giant out there.

So when he wants to he could cast anything themed with with lightning, trickery, battle, pain, fury, knowledge, and divination, much more quickly and powerfully than normal.  Correct?

All their spells will have the theme of Odin....so it's almost like a focused practitioner.

But...This feels too broad to me.  Let's look at the existing Sponsored magic:

Seelie:
- Can reduce the toughness of UnSeelie creatures.  You have that for Giants
- Can do Biomancy at the speed of Evocation.  I feel like you should choose a single type.  You've left this a bit too broad and open for interpretation.  Maybe Divination?
But Soulfire gives you almost all Thaumaturgy so maybe you can be a bit more broad.  I'd just, maybe, list the most relevant ones:  Divination, Veils....at the very least.

- Maybe you can add +1 Power to all Lightning spells?


19
DFRPG / Re: Stats for Frankenstein's Monster
« on: September 10, 2021, 01:12:57 PM »
I think fire as a Catch

I'm not sure about recovery...I don't remember him healing, Maybe put a limitation that only electricity lets him recover.
Toughness, for sure
Supernatural Strength
Living Dead
Maybe Hulking Size
I don't think cold would be a catch...he goes up there because there are no other humans for him to terrify.  It's the whole solitude/loneliness theme.


20
DFRPG / Re: Evothaum?
« on: September 10, 2021, 12:49:00 PM »
Mecanically, you could do things that you wouldn't normally be able to do.

Example 1:
You have a Sponsor whose portfolio is 'Protection'.  This allows Wards at the speed and methods of evocation.

Typically, the only way to do a Protection spell with evocation is to create a 'block'  Which only lasts 1 round and is removed the moment someone overcomes the block.

Typically, the only way to create a Ward is to take time - at least a few moments of time - to set up a Ward with a base complexity equal to your Lore.

With Sponsored magic, if you are trying to escape a Vampire and protect some mortals, you could, using Evocation - where Conviction is the base Power, create a ward.

This becomes a block that functions exactly like a Ward:  lasting until morning, even if overcome, reflecting damage,  etc...  You can create this in an instant.  Very powerful.

Other useful areas are healing which can only typically be done with time.

Example 2:
Sponsored Magic allows you do do things THEMATICALLY, that you couldn't normally do.

Let's take necromancy.  Let's say you are in a graveyard.  Typically, you can only raise the dead with Thaumaturgy. But, since you have Necromancy at the speed and methods of evocation, you can describe your spells in such a way that would only work for Necromancy:

"As they run towards me, a hand reaches out from a grave and grabs their leg:"
- This is a block on movement cast as evocation.

"A corpse lying on the ground explodes sending sharp bits of bone and gore everywhere"
- This is a zone-wide attack

"I raise a zombie which crawls out of the grave and starts attacking"
Gm decides you have a zombie with a stress track equal to your conviction score and an attack rating equal to your discipline score.  (or whatever...I'm not sure how I'd adjudicate that - minions get complicated, but you could just run it as your 'attack action' every round without endangering yourself...so you are reskinning melee attacks)

21
DFRPG / Re: Languages Learned
« on: January 11, 2021, 12:00:38 AM »
takes a power that lets character understand all languages....

22
DFRPG / Re: Please help with 2 spells for my wizard
« on: December 10, 2020, 02:13:42 PM »
It would be thaumaturgy and might even be covered under 'automatic' spells.  Like being able to light your cigarette with magic or light a candle.  Basic things that don't really add any mechanical benefits to a scene.

Maybe give yourself an aspect of 'Always Well Kempt'  or something and then you can invoke it in social situations.

In any case, the difficulty would be equal to the difficulty of the appropriate roll.  So, if you are darning your socks, that might be a craftsmanship roll of 1.  So it'd be complexity 1.  If you want to be clean, that might be a rapport or presence of 1 or 2.  If you want it to be an aspect, it would be 3+(enough to create the aspect), and so the Thaumaturgy complexity would be the same.

23
DFRPG / Re: Help on a Campaign Setting
« on: November 27, 2020, 12:16:52 AM »
I like the hexing examples above.

Also, I think at this point, most of the population is wise in the ways of science.  It's pretty much common knowledge that a witch is mostly made of wood and, therefore floats - like a duck. 

Holy Grail


24
DFRPG / Re: Peace Talks...counting the compels [Spoilers]
« on: November 01, 2020, 08:08:06 PM »
Mostly, I'm thinking:

Compel on his White Knight - with the 3 favours
Compel on a Family Aspect (My Mother's Pentacle or his high concept because his wards on the apartment create a complication) - when the fire starts
Compel on Mother's Pentacle to have to help his brother
Compel on his High Concept to act as the White Council's liaison to Winter at the Peace talks.

These are 4 compels in the first 4 of thirty-some chapters.

Have you noticed any more throughout the course of the novel?

25
DFRPG / Re: [DFA] Focused Practitioners!
« on: October 26, 2020, 04:35:51 PM »
I think ectomancy is just dealing with existing spirits:  speaking to them, letting them possess you(possibly giving you some of their abilities), getting information, bartering with them to get them to do things for you.

Necromancy is actually using the Power of Spirits to fuel your spells, along with animating corpses.  Necromancy doesn't deal with spirits, it destroys them and uses them.  Animating corpses doesn't deal with spirits at all (I think) and is the purview of necromancy.

So, both might accomplish the same goal - Divination, for instance:  "I summon this spirit and get information from it."  One barters with the spirit the other tortures and destroys the spirit.

Ectomancy can't animate a corpse but it could allow you to take over a living body.
Necromancy doesn't allow you to take control of a living body but can animate a corpse.

My 2 cents

26
DFRPG / Peace Talks...counting the compels [Spoilers]
« on: October 09, 2020, 01:56:48 PM »
I'm about 13 chapters into Peace Talks and I've counted 4 or 5 compels within the first 7 chapters...

Harry will have a boat-load of Fate Points when the Sh*t hits the fan...

I'm inviting people to list compels. (In spoilers, obviously)

What we should determine, first, is Harry's Aspects from this book.

27
Can a person with free will cross a magic circle without breaking it?

Can a person with free will throw objects into a magic circle without breaking it?
Breaking it by moving an object into an circle seems to be very easy.

If so, where in the books does it say so? Obviously I can design a circle in a way that makes it "survive" throwing stuff in:

(click to show/hide)

Yes.

I don't remember any of the books...it's been so long.  But AFAIK, anyone with free will can just move across a circle.

I'm not sure if it will break it unless you physically try.  I'm trying to remember the scene in the Mall where the fog is putting everyone to sleep and Harry and Murphy are in the circle.  I remember them trying to be careful not to cross the circle...but that might be as much to make sure they didn't get affected by the magic as it was to break the circle.

Good questions, but also:

Can a mundane put a magic circle around their techie toys to protect them from visiting wizards?
Yes.  Sure, why not?

28
DFRPG / Re: The Resource Skill. How does it work?
« on: September 22, 2020, 01:38:02 PM »
I've used resources for having access to equipment, making declarations and as a social attack skill and as a maneuver skill.  It works the same as any other skill in the game.

For instance, 'dressed to the nines' maneuver could be a social Resource maneuver which you could tag for a presence skill check.

29
Well, we finally have a new book, with (PT Spoiler)
(click to show/hide)
.

If anyone is still here, does that have implications for his stats?

And what does Harry as Winter Knight look like now that he's had a chance to re-build some gear?

Wait.  There's a new book?

30
DFRPG / Re: Creating a Djinn
« on: July 08, 2020, 03:53:46 AM »
There might be a wish-granting homebrew power but I'm not sure

I'd say 1:  have aspects related to changing ownership and have an aspect related to your current owner.
2.  Just play the current owner and give him a Djinn related sponsored magic.  That could let you do some wishes but also lets you do djinni kind of magic.   Except, you are also playing the sponsor.
3.  Mimic Abilities might be warranted if you ownership changes hands and allows you to swap out stunts for the new owner.

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