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Messages - Arcane

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31
DFRPG Resource Collection / Re: Item Of Power Master List
« on: November 05, 2012, 02:08:07 AM »
Another item inspired by an artifact from the Charlie Wiseman Collection.  This version differs from the original by giving Inhuman Strength in addition to all of the original benefits.

*Thirst (aka The Blade That Drinks)
Description: A claidheamh mor in which the spirit of a redcap was bound after it had offended a powerful sidhe noble.

Skills Affected: Weapons, Athletics, Rapport, Empathy, Endurance, other physical skills, Discipline,
Effects:
[-0] Purpose. To imprison an impudent redcap and teach him to respect his betters, especially when his betters include powerful sidhe.
[-0] It Is What It Is.  A claidheamh mor, or basket-hilted broadsword (Weapon:3)
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose..
[-1] Channeling The Warrior Spirit. The wielder can draw upon the martial skills and experience of the redcap spirit.  However, the ferocity of the redcap's mindset means that while doing so one's ability to persuade and relate to people suffers.  (Reskinned Skill Shuffle trapping of Beast Change; Weapons and Athletics change places with Rapport and Empathy respectively).
[-2] Communion of Might The wielder can draw upon the strength of the redcap's spirit to augment his own. (Inhuman Strength)
[-4] Communion of Vitality. The wielder can draw upon the lifeforce of the redcap's spirit to enhance his recuperative capabilities (Supernatural Recovery).
[+3] The Catch (Cold Iron). Since the Redcap was a creature of Faerie, one who draws upon its vitality to enhance his recuperation must share in his Faerie vulnerability to Cold Iron (Easily Accessed +2; Specific Research Material necessary to realize the sword imprisons a redcap's spirit +1)
[+1] The Sword Must Drink. Though imprisoned within a sword, the spirit of the redcap still needs to drink its fill of blood to maintain its strength.  If deprived for too long it may weaken to the point that it might not be able to provide its benefit of enhanced vitality to its wielder (Feeding Dependency: Blood attached to Inhuman Strength and Supernatural Recovery).
[-1] Share The Feast. When the sword is sated the Communion of Vitality between it and the wielder allows him to receive a portion of the benefit.  The downside is that while Channeling The Warrior Spirit the wielder may have to resist the compulsions to feed (draw blood with the sword) experienced by the redcap spirit (Blood Drinker)
[+2] Item of Power

Total Cost: 2 Refresh

32
DFRPG Resource Collection / Re: Item Of Power Master List
« on: October 27, 2012, 08:34:00 PM »
Inspired from the one in Charlie Wiseman's artifact collection.  This version is a little different from his because it has A Catch (Necromantic Magic), gives Supernatural Recovery as opposed to merely Inhuman, and has an offensive power also. 

Phoenix Feather
Description: A feather from the legendary fiery bird that dies only to be reborn from its ashes, it burns eternally with the Flames of Life.  It both has the power to restore as its flame nurtures the inner spark of Life within its wielder and destory by generating blasts of flame that burn those he wishes to harm.


Skills Affected: Endurance, other physical skills, Discipline
Effects:
[-0] Unbreakable.  As an Item of Power, this item cannot be broken.
[-0] Eternal Flame. It shall burn always, unquenchable.
[-0] The Flame Harms Not. The flame does not burn or harm beings and objects it touches
[-0] Brightly Burning. The flame brings light to dark places (Light Source as per Pixie entry on page 48 of Our World).
[-4] Blaze of Life. The feather feeds one's inner spark of Life, turning it into a blaze which grants one Supernatural Recovery
[+2] The Catch (Necromantic Magic). As a Phoenix Feather is an artifact of Life, the enhancement it grants one's life force can not aid in recuperation from injuries inflicted the unnatural magic of its opposition, Death. (Limited Class Of People: +1; Specific Research Material: +1).
[-2] Wrathful Blast. By a focused act of will, the wielder can direct a blast of flame as one would from a wand that does potentially inflict damage (Reskinned Breath Weapon that uses Discipline for the skill to hit).
[+2] Item of Power

Total Cost: 2 Refresh

33
DFRPG / Re: Phoenix's in the Dresdenverse
« on: October 27, 2012, 08:16:31 PM »
If your player is looking for an Item of Power from his sponsor, here's something that might come in handy.

Phoenix Feather
Description: A feather from the legendary fiery bird that dies only to be reborn from its ashes, it burns eternally with the Flames of Life.  It both has the power to restore as its flame nurtures the inner spark of Life within its wielder and destory by generating blasts of flame that burn those he wishes to harm.


Skills Affected: Endurance, other physical skills, Discipline
Effects:
[-0] Unbreakable.  As an Item of Power, this item cannot be broken.
[-0] Eternal Flame. It shall burn always, unquenchable.
[-0] The Flame Harms Not. The flame does not burn or harm beings and objects it touches
[-0] Brightly Burning. The flame brings light to dark places (Light Source as per Pixie entry on page 48 of Our World).
[-4] Blaze of Life. The feather feeds one's inner spark of Life, turning it into a blaze which grants one Supernatural Recovery
[+2] The Catch (Necromantic Magic). As a Phoenix Feather is an artifact of Life, the enhancement it grants one's life force can not aid in recuperation from injuries inflicted the unnatural magic of its opposition, Death. (Limited Class Of People: +1; Specific Research Material: +1).
[-2] Wrathful Blast. By a focused act of will, the wielder can direct a blast of flame as one would from a wand that does potentially inflict damage (Reskinned Breath Weapon that uses Discipline for the skill to hit).
[+2] Item of Power

Total Cost: 2 Refresh

34
DFRPG / Re: Necromancy question...
« on: September 08, 2012, 08:39:59 PM »
Assuming you could keep it from being hexed, would a drum machine do?

35
Another Catch I just thought of for a Were-rhino or other supernatural beast:  The horns, claws, hooves, etc of another one of my kind (or weapons fashioned from such things).  Might be worth at least a +1, unless your kind is very rare.

36
DFRPG / Re: DFRPG In Other Time Periods?
« on: March 26, 2012, 09:53:53 AM »
By the time the far future comes about, the catch to magic will change from tech-hex to something else.  Bob has said it has changed before, and if people rely on technology simply to live, magic would have to adjust or cease to exist (a wizard born on a starship would likely not survive to procreate, for example).
For a cyberpunk setting I could see hexing changing from messing up technology to being incompatible with cyberware.  The stronger one is at magic, the less one can have in one's body.  Minor practitioners might be able to get a few implants while full wizards would reject any and all cybertech in their bodies, with the possible exception of one minor implant or two  for the lower powered one's such as Molly.  People in the know would be able to tell a wizard from most mundanes due to their being totally natural.

37
DFRPG / Re: IoP brainstorming
« on: March 21, 2012, 03:17:52 AM »
Not necessarily.  Just because they don't break doesn't mean they won't transmit the force of impact through them.

38
DFRPG / Re: NPC Idea
« on: March 14, 2012, 02:22:46 PM »
Man, his business model is going to be totally screwed once the events from Changes happen.

39
DFRPG / Re: IoP brainstorming
« on: March 14, 2012, 04:33:37 AM »
A version of Breath Weapon where they can shoot their appropriate element at targets might also be a feature, as might a reskinned Claws that allowed them to sheath their fists with their element to make their punches stronger.

Wind-riding (reskinned Wings) for Air, Aquatic for Water, and Physical Immunity: Fire for Fire might be good as well.  Don't have an idea on what to give Earth though.

40
DFRPG / Re: The Laws of Magic and psychic abilities
« on: March 12, 2012, 05:14:06 PM »
I am surprised at all the "The Laws Only Apply to Magic" and "A Human Using Domination Powers Isn't Magic" arguments.

How can a human dominate another without magic?  Just because the title of the power isn't "Evocation" or "Thaumaturgy" doesn't mean it's not magic. 

The Laws apply to humans using supernatural abilities on other humans.  Vampires are not under their purview because vampires are monsters.  Hence Domination being a monster ability as mentioned by sinker and Arcane 257, above.  Monsters do it, but they're monsters and we all agree that The Laws don't apply to them (they're below 0 refresh anyway, no need to tempt them into more corruption -- they'll corrupt themselves more whenever able).

It's not about what group or faction the lawbreaker or their intended target are in.  It's about someone with a soul -- using powers -- to negatively influence other beings that also have souls (or, in the case of Law 7, looking into things that corrupt your own soul by their very nature).
I would say where this breaks down is White Court Vampires, which do have souls.  They happen to be humans whose souls are unfortunately entwined with a demon which gives them their powers and their Hunger.  They've got souls and they use their powers on people with souls, yet they don't earn the Lawbreaker stunt for doing so.  And they're PC options with a positive Refresh, so the whole argument that they're just monsters who don't have to worry about corruption doesn't apply either.

Another thing to consider is perhaps the reason powers don't earn you Lawbreaker powers is because those powers already encompass them.  It's the same reason you don't need to buy Channeling if you've got Evocation.  The powers are already a better form of Lawbreaker.  Lawbreaker makes you better at breaking a particular Law of Magic?  How much better can you get than being able to do so at will with no stress cost whatsoever?  Powers don't earn you Lawbreaker because the relevant powers are already the uber-form of that Lawbreaker power.

41
DFRPG / Re: 2nd Annual Borden DFRPG Awards (2011)
« on: February 08, 2012, 01:05:38 PM »
Here are my votes:

Favorite PC:
Georgia Flanagan, by Falar

Favorite NPC:
Jake J, by Richard_Chilton

Best Quote:
Gen. Josef Wartberg (NPC), Enduring the Apocalypse

Best Plot:
Enduring the Apocalypse, by Sanctaphrax

Best Location or City:
Liverpool, by Team8Mum

Player of the Year:
Abstain

Best Sounding Board:
Wyvern

Best DFRPG Board Contributor:
Abstain

GM of the Year:
Sanctaphrax

Game of the Year:
Enduring the Apocalypse, by Sanctaphrax


42
DFRPG / Re: The Lost Room in DFRPG
« on: December 09, 2011, 05:10:41 AM »
The Key opens any door with a tumbler lock, period.  The wiggle room there is in using Assessments and Declarations allowing you to use (or prevent use of) the Key.
Actually, I would build the Key this way.

The Key
Demense (The Lost Room) -1
World Walker -2
Item of Power +1
Total Net Cost: -2

The Key basically lets you World Walk directly to its associated demense by "opening"  any door that has a tumbler lock.  While in the demense, you can World Walk to any place on Earth linked to it, which is any place with a door that has a tumbler lock.

43
DFRPG / Re: Embassies and Thresholds
« on: November 09, 2011, 01:58:07 PM »
At the very least, the Vatican's embassies might have potent thresholds.

44
DFRPG / Re: Question about Inhuman Strength
« on: August 30, 2011, 01:27:47 PM »
Hard to parry - Same argument as above, it makes no sense for someone with 0 might to be able to parry someone with mythic strength,
Got to disagree with you there.  All that force in attempt to hit someone is being focused in one direction.  If one manages to hit the limb in question from an angle rather than head-on then there is no force being exerted to prevent the blow from being deflected.  Also, the existence of combat techniques like those in judo which take advantage of an attacker's force and uses it against them is another way someone weaker can parry someone who is stronger.

45
DFRPG / Re: Example Potions?
« on: July 30, 2011, 06:10:29 PM »
"Healing" potions shouldn't really be possible, IMO.  Especially not clearing stress.  Reducing a consequence should be all the potion is capable of (or suppressing them for a scene).  You're looking at 8 shifts to go from moderate to mild.  The absolute most I would allow is clearing away a mild consequence, but that'd be 6 shifts.
Well, there's always the Altering Consequences option, which would technically be within the rules, since you're not accelerating how fast someone recovers from a consequence, just changing the nature of the consequence someone is recovering from.  If you used this option, you'd probably need a potion with at least a number of shifts equal to the level of consequence you are treating.

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