Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - g33k

Pages: 1 2 3 [4]
46
DFRPG / Character, custom stunts, please comment: Dresdenverse "Jedi"
« on: April 01, 2014, 08:54:10 PM »
Jedidiah Joseph Ronald Talbot
(Jay, or JJ, to his friends; "Jedidiah" to his family)

geek and deluded "Jedi Apprentice"



After a 6-movie Star Wars marathon on Saturday with his Sci-Fi club,
and a mix of Jackie Chan movies & various anime all day (and far
into the night) on Sunday with the anime club, JJ walked into school
Monday morning very short of sleep and still running on a high of
heroics and slapstick action-comedy.

At 10:11AM, during recess, the bullies of his high-school (a clique
made of guys from the wrestling team and linebackers from the
football team) ambushed JJ in the bathroom, with the object of
"teaching the geek a lesson" via repeatedly flushing his head.

Always much quicker than average (an early but un-realized forebear
of his magical powers), JJ had actually dodged the first three
attempts to grab him, but he was blindsided by one of the wrestlers
and hit the ground hard; the football players dogpiled on, and a
few moments later he was dragged to his feet, and over to a toilet
stall.

It was at this moment that his "Force Powers" manifested.  Suddenly,
with a simple "thrust" gesture, even the heaviest opponent could be
shoved backwards; with a reaching or grasping motion, he could pull
objects to him; with a wave, he could move them about.

Suddenly, the one-sided fight was one-sided in the other direction,
hilariously so.  Stall-doors whacked JJ's assailants in the face,
hit them from behind, knocked them into one another.  Paper towels
streamed off their rolls like pale brown pythons, wrapping around
arms, tripping legs, tying the bullies in knots.  Sinks and toilets
sprayed water in their faces, under their feet, or hit with firehose
force.  Before 10:13AM, it was all over.



The school was never able to make sense of the reports.  Eleven
trained athletes (known bullies and troublemakers, all) complained
of being "assaulted" by a (notably non-athletic) geek.  The bathroom
where it happened was trashed (obviously by a large group).  The
only conclusion they could come to -- but could not prove -- was
that JJ must have assembled a group of science-and-engineering-geek
allies to cleverly "booby-trap" the bathroom into a series of
bully-traps, and somehow "tempted" them into trying to beat him up
there.

Everybody involved was suspended for a day, but -- lacking any sign
of others' involvement -- the matter went no further.

After that, JJ occasionally pulled the "Jedi Mind Trick" on a few
bullies -- "You don't need to beat me up.  I'm not worth your time.
Move along" -- but undertook a rigorous physical-training program
(based on the scenes with Luke and Yoda on Dagobah).  Desptite the
temptations to use it on cheerleaders and other "highschool hotties"
(e.g. "You want to go out with me.  You want to make out with me")
he avoided the more-deleterious uses of his power... nevertheless,
he's stuck with a Lawbreaker-4th stunt.

He graduated a year and a half later, and is attending the local JC
(previously university-bound, he has been "distracted" from that
course by his "Jedi Powers.")



He grasps his magic as "Jedi Powers" and follows that template
very closely (he has no realization of the real state of affairs).
If there are Jedi, there must be Sith too... somewhere... and
probably various aliens, too... and sundry bits ofultra-high-
tech.  The reality of the supernatural world, as he experiences it,
may well fit within this framework for some time to come, although
several elements (gates to the Nevernever, etc) have no good Star-
Wars-Universe matches, and may shake his new worldview.

Because of the strongly belief-driven nature of one's own magic,
and JJ's belief that he's a Jedi, his magic-driven Hexing power
doesn't affect technology the way most wizards' power does; after
all, Jedi have no problems using technology!  JJ sees himself as
an action-hero-in-training, a champion of justice against villainy
(of which bullying is only the first, petty step).  Consequently,
his "hexing" ability tends to manifest in battle as making him a
"primary/preferred target" for many foes (unless they have reason
to choose another), and out of battle it gives him improbably-
frequent "opportunities" to fulfill the action-hero persona.

Emergency-services first-responders are beginning to wonder at
how often JJ is there -- RIGHT THERE -- when these life-threatening
emergencies go down.  Preliminary police investigations have
cleared him in most of these cases, however -- equipment failure
he could not possibly have tampered with, other peoples' errors in
judgement, etc -- leaving officials puzzled and suspicious, but
not currently inclined to act.



His Character Sheet looks something like this:

Jedidiah Joseph Ronald Talbot, "JJ"
(Jay, or JJ, to his friends; "Jedidiah" to his family)

High Concept:  "Jedi-mancer"
Trouble:  but... I'm only an apprentice!

SKILLS:

+5 Conviction, Discipline
These are key "Jedi" skills

+4 Athletics, Alertness
Formerly non-athletic, he has been passionate about his
"Jedi Training" for well over a year, and he practices
the mix of stillness and alertness he thinks every Jedi
should master

+3 Scholarship, Endurance
Although he's strayed from the academic path, he's still
a bright Honors-Student kind of kid; his Endurance has also
benefited from his "Jedi Training Regimen."

+2, +1 -- Remain to be filled in.  Almost certainly no "Lore,"
however:  he doesn't believe in magic or the rest of that
supernatural crap.  He's a Jedi!


Powers:

-2 Channeling "Jedi Powers"
(he has no "Focus Item" slots, so I've assigned him the point-equivalent
of a Refinement:  +1 Power, +1 Control)

-2 Inhuman Speed (another of his "Jedi Powers")

-0 Jedi Foreseeing (like Cassandra's Tears)
He sees a few moments into the future, enough that in a fight he has
the equivalent Initiative of "Supernatural Speed" (but not the rest of
that ability)... but sometimes people notice that he "reacts" before
whatever it is that he's supposedly "reacting to," so friends and
acquaintances are sometimes getting a bit "creeped out."

-1 Supernatural Sense:  "the Force"
Works like in the movies, interpreting supernatural and life-force via
his own persone framework of understanding.

-1 Alternate Hexing:  instead of tech-hexing, he tends to be on-the-spot
when emergencies and minor disasters go down, and a preferred target
whenever he gets into battle.

-2 "Lightsaber":  for his 15th birthday, his parents gave him one of
the premium handcrafted "lightsaber" replicas that can be bought online.
After he "became a jedi" that day in the bathroom, he tinkered with it
until it "really worked."  Treat it as a "Weapon:3" sword, but he uses
Conviction instead of "Weapon" in combat -- it is fundamentally a
magical attack.  It can cut through almost any mundane material.

-2 "Jedi Parry":  Using his lightsaber & Conviction, he can apply a Block,
and often a Riposte, to almost any attack:  even a bullet can be bounced
away, although he needs a separate Discipline roll to re-aim a bullet
rather than having it randomly ricochet.

-1 Lawbreaker (Fourth):  "The Jedi Mind Trick"   JJ was raised a moral
young man, and is modeling himself on modern heroic imagery.  He does
not recognize what a slippery slope he is on with the "Jedi Mind Trick,"
but his rearing and internal modelling have so far prevented him from
slipping down past the -1 level of this stunt.

47
DFRPG / "Pure Mortal" bonus
« on: January 14, 2014, 01:06:33 AM »
So... the standard "mortal bonus" of +2 refresh...  As I think about it, it seems to me that this fixed bonus will become less and less relevant at higher starting-refresh levels, making the Pure Mortal a less and less viable choice of PC; and, less and less relevant as the game goes on...

What about "+1 Refresh per 5-Refresh (or fraction thereof) of the campaign" and carrying it forward to include a Mortal Bonus as Milestones are achieved...
Exempli Gratia:
 If a campaign starts at 8 Refresh, Pure Mortals get the standard +2 in bonus refresh; when the entire campaign milestones past 10 refresh, though (hitting the 11th point), the Pure Mortals get a 3rd bonus-point.  Same +3 bonus if the campaign starts at 11+ Refresh, and it'd be +4 at 16-20 Refresh.
One could adjust this... 1 "PM bonus" per 6 in the campaign, or per 7, or per 4.  Depends on what you want, stronger Pure Mortals, or weaker.

The intent is just to keep PM characters a bit more in-scale with the supernaturals, who tend to get a LOT of potency out of Refresh spent on their supernatural stuff...

Yeah, I know the supernaturals are MEANT to dominate in the setting, and I think they still would, with this change.  Does this break anything, d'you think?  "Unintended consequences"?  Other comments?


- Steve, the g33k
 

48
DFRPG / How can a wizard fly?
« on: November 14, 2013, 02:36:29 AM »
Offhand, Air and Spirit (pure force / kinetomancy) look like the obvious solutions.

Evocation is too quick&dirty, too hard-to-sustain-control, for anything sustained.... right?  So Thaumaturgy for sustained flight... right?

For (very rough) example:
 - Evoke a flight to the top of a 3-story building, probably OK.
 - Evoke a flight across a 50' river, probably OK.
 - Evoke a flight to the top of a 50-floor skyscraper... expect LOTS of extra rolls and likely failure.
 - Evoke a flight across the Mississippi river... expect LOTS of extra rolls and likely failure.

Does this seem about right?

What about thaumaturgic flight?  I'm a bit adrift on the difficulties of this one...

49
DFRPG / Mechanical help... Minor Talent
« on: November 02, 2013, 06:58:46 PM »
I've got a concept for a Minor Talent, wanting help with some mechanical questions (cost, etc).

It's a Talent somewhat along the lines of Psychometry, with elements of Clairvoyance, but not-quite-either.

He can see the INSIDE of any "package" he touches.  Envelope, packing-crate, suitcase, even the ginormous container-ship containers:  if it's a thing for carrying other things, he can see the inside at a touch.  He can see inside containers that are themselves inside containers, by touching the outermost one.

He CANNOT "see through" walls, doors, etc -- if it's not a container meant to carry things about, he sees it as a Pure Mortal would.

He cannot "see at a distance" as Clairvoyants can:  he has to touch it to "see" inside it.

He cannot "read" it like a Psychometer for psychic / emotional / historical impressions left on or within:  he sees the physical contents only, and only what's currently there.

There are some odd quirks:  he can read the letter folded inside the envelope... but take the letter OUT of the envelope and -- like anyone else! -- he has to unfold it to read it.  He can sort through hundreds of objects inside large sealed box in moments... but open the box and he has to take as much time as anyone else, to sort through them by hand.

I *think* this is both technically-legal and within the "spirit" of the rules...  Comments?

What would be an appropriate cost?

Many thanks for any help/insight/etc.
 

50
DFRPG / "Teleported Elsewhere" / etc vs. "Taken Out"
« on: October 31, 2013, 07:22:34 PM »
Like the topic says.

By FATE convention, "Taken Out" means no-longer-an-actor-within-the-scene (rather than something simple like "Dead," or "Bleeding Out") .

But what about various all-or-nothing narrative tropes:  teleported elsewhere, fell into a deep trap (see you 3 floors lower), etc?  Many would seem to apply the "Taken Out" consequence as their ONLY possible (or at least likely) effect.  Do you say they need to get enough Shifts to "Take Out" the victim (or they have no effect)?  Or...?

Thanks!



51
In case anyone doesn't know it, Ars Magica (ArM) suggests each player have (at least) TWO player-characters:  one "magus" and one "companion" (there are also "Grog" pc's, a pool of low-level grunt/mook/comicrelief PC's (also lotsa fun to play!)).  Many of the tropes in ArM are similar to DFRPG in many ways, including that magi are notably more-powerful, but suffer inescapable "issues" with moving through larger society (in DF, it's mostly the tech-hex; in ArM, it's social penalties for their "creepy" magical Gift; both suffer from "so much magic-focus that in other spheres of action they're rather naive, only moderately competent, etc).  In any play-session / story-arc, ArM players will pick EITHER their mage or their companion for play, with typically only one (or a few) magi, and mostly Companions (supposedly; I know many Troupes regularly have 50%-or-more magi) on their expeditions.  Certainly the source novels focus on Harry + non-Wizards (with occasional exceptional scenes e.g. with Elaine, Ramirez, etc) in this way, and from reading online it *seems* that many (not all!) DFRPG groups follow the "one-or-few full Wizards / preponderance of other types" schema.

It has struck me that the similarities between ArM and DFRPG are strong enough that many elements from one game would "play well" in the other game, including ArM's "Magus/Companion" (and even "Grog") tropes in DFRPG.

So... has anyone done this?  Run a DFRPG campaign with 2+ PC's per player, with the specific PC's coming up per-story as seems most-fun / most-appropriate?

52
DFRPG / 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 20, 2013, 07:50:55 PM »
So, um... yeah.  It's a "Law" question.
For context:
 - I've read all the novels, including "WttJ" graphic novel errr... that is, comic book (per WoJ).
 - I'm an experienced RPG'er who's played 20+ systems & GM'ed half a dozen of 'em.
 - I haven't got DFRPG (yet, still tracking down a copy via FLGS), but I D/L'ed FATEcore to get a handle on the (non-DF) mechanics; some of this may be explicitly covered in the rulebook, and if so I apologize!

So, back to my question(s) of Law...

The WhiteCouncil's "Laws of Magic" basically specify whether or not (and to what degree) You're In Trouble -- it's pure story/consequence stuff, right?  No mechanical anything, shifts on dice, yadda yadda...  Just a scary guy in a grey cloak with a REALLY sharp sword.  Or even a Councilmember -- eeesh!   Either the Council thinks you broke their law, and then -- very explicitly -- You Are In Trouble; or they don't, and you aren't.

Then there's the DFRPG-universe's "Lawbreaker," i.e. the Stunt.  This DOES include some shifts on dice-rolls, it IS game-mechanical.  Story effects may be even more far-reaching, but they are implicit rather than explicit, right?  Having a Lawbreaker Stunt on-sheet doesn't automatically define stories, the way an angry Warden on your heels does...  Or does it???

By the by:  can Mere Mortals detect the "Lawbreaker" stunts, e.g. by soulgaze?  Clearly they can, in some cases.  Harry could see Molly's at-risk status, and the kid who got executed at the beginning was apparently clearly-corrupt to soulgaze.  Also, the stone guard-dogs of Ancient Mai seem to detect the Stunt by sense of smell...?  Can -- if a sufficiently-perceptive Soulgaze'r or other detection-method is used -- this ALWAYS be detected?  This seems to be implied, but not nailed down...

So, here is the core question that I have (the foregoing Q's were ancillary); probably a 2-part question:
 1:  Do the WCouncil's "Laws of Magic" have a 1:1 correspondence with the universe's "Lawbreaker" Stunts, and vice versa?
It seems so, based on the "Official" Perspective on Lawbreaking thread where it's stated:
Quote from: iago
It absolutely is a law of the universe that breaking one of the Laws of Magic actually changes you. Us folks who've worked on the RPG find this to be established in the canon, in the books, and as such don't see it as particularly up for debate.
So, if someone earns "Lawbreaker" from the universe, but not the censure of the WCouncil, it's only that the Council didn't notice the instance of Lawbreaking.  And while the Council may come after you for something that didn't earn you a Lawbreaker stunt, that's likely just their all-too-human imperfect understanding, in that they THINK you're a Lawbreaker (in the Stunt-earning sense of the word).

2.  Harry begins the series seeing the WCouncil as (mostly) wandering between stodgy ol' fuddy-duddies, scary-strict inflexible monomaniacs, and hidebound bureaucrats; eventually, he also sees them as having several/many corrupt (in the Lawbreaker-Stunt sense of the word, as well as violating Council Law) members flying under Council radar... implying that possessing the Lawbreaker Stunt is NOT something that can be seen by most/any Soulgaze'r, or they'd have been out'ed) .  Not sure if I should spolierblock this next bit, but better safe than sorry:
(click to show/hide)

So, here's the part of Point#2 that I'm wrestling with:  the close correspondence between WC Laws of Magic and the LawbreakerStunt-granting nature of the universe should be keeping the Council "pure."  The universe itself is on their side, fer cryin out loud!  How'd they get so rife with corruption??!?  Presumably, it's only advanced Lawbreakers who can mask their Lawbreaking, and so the Council should be able to nip their internal problems in the bud (even if it sometimes takes a bit to track down outside problems).  I'm having a hard time understanding how the WCouncil -- as portrayed in DF novels / canon -- exists as corruptly as they do, if the universe itself automatically plops a Black Hat (i.e. a Lawbreaker Stunt) onto each newly-minted badguy, as per DFRPG mechanics...

Help?

Pages: 1 2 3 [4]