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Topics - Ren

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16
DFRPG / Gun Stunts
« on: February 14, 2011, 06:32:24 PM »
I've looked through and found a number of Gun Stunts in the Resources section that I happen to like but I'm trying to come up with some workable stunts for a character I am working on. Here's what I have so far;

[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions

[-1] Double Tap; May add half of the base Gun damage against one target on top of the regular damage

[-1] *Gun Kata; may use Guns instead of Athletics for Defensive Tests against Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks

*Yes the name is Borrowed from "Equilibrium" but its a fun movie!

This is not a Gun stunt but an option I allowed in my Campaign was a 1-time offer to spend a Fate Point to get some extra Skill Points. I figured I'd put it here as an additional "stunt" of Sorts.
[-1] Extremely Skilled; +5 Skill Points

17
DFRPG / Rote Spells
« on: February 11, 2011, 02:01:30 AM »
I have been working on some Rote spells for a character I'm building and I came up with some questions I'd like to get some help on;

-According to the RAW Rote magic come in one specific Strength and the power/complexity etc...never change. Yet you still have to roll discipline for targeting. IF your discipline roll exceeds the targets defense roll, do you get to do anything with the extra shifts generated?

-Can you choose to Tag for aspects to increase the potency or accuracy of the spell? As in create a maneuver before hand?

-The RAW says that you can create a Rote Spell that is deliberately over your normal discipline ability, i.e. it automatically has Fallout or Backlash. Is there a limit to how much you can overpower? Say in the instance you don't give a damn about collateral damage and are willing to take out a building or two to get the job done...8)

18
I've been gaming for a long damn time and over the years I've developed a few useful tools to aid me as a GM and as a Player. As I was recently asked to share one of those tools I thought I might put up here in the Resource Collection for others to use as they see fit.
Both of these are tools to help players, and GM's develop characters.
The first item, the 3x3x3, is something I borrowed from a Serenity RPG board awhile back and I've used it in every campaign I've run since then. Its a list of 3 Friends/Allies, 3 Contacts and 3 Enemies/Rivals that the character knows. I am using this in addition to the regular character background generation as NPC's the GM and PC can use later on to help aid in immersion and if a player or GM needs a quickie contact for any reason. Players can go "Hey I have a friend who has some knowledge that could help us out" or the GM can pull out one of their enemies and when he shows up the player will get hooked in because suddenly here is someone that KNOW wants to hurt them. Adds to immersion that way and heck can even be used as a Compel to further advance the game as well as for plot hooks!
The second item is a list of 20 Questions that can be filled out to help add more to the development of the character. You'd be surprised how often filling out the 20 Questions can cause changes to how a character is built.
--------
3x3x3
Friends/Allies:
Name:    
Quirk/Personality:   
Ties / Background:         
Notes:   

[sadly the nifty table I had created doesn't translate to forumn format...but just make a 3x3x3 Grid and copy the template into each box and fill out from there.]

Twenty Questions and More;

How would you describe your character (Physical Appearance)?



What about family and childhood?
Mother:
Father:
Mother’s Mother:
Mother’s Father:
Father’s Mother:  
Father’s Father:
Siblings:

What is the character’s Main Motivation?


What is the character’s greatest strength?


What is the character’s Weakness?


Does your character have any prejudices?


Is your character married; if so, to whom?


To whom does your character owe the most loyalty?


Does your character have any recurring mannerisms?


How would you describe your character’s psychology & personality?


How would your character’s parents describe your character?


What are your character’s highest ambitions?


How religious is your character?


If you could, what advice would you give to your character?


What is the character’s secret, if any? And what will happen if it’s discovered?


What does your character think of the political climate?


What does the Character do to relax?


If the character were given a financial windfall, what would they do with it?


What is the characters view of the various social classes?


What reward would the character most want to receive?


What is your character’s favorite possession?


Who is your character’s closest friend?


What does the character Love, Hate and Fear the Most?


How will the character most likely die?

19
DFRPG / Sponsored Magic Confusion
« on: January 19, 2011, 04:00:43 PM »
So I'm reading thorough Sponsored Magic and I are confused.
How does the math work for purchasing it? It says that its the equivalent of taking Channeling or Ritual, but it acts like full on Evocation or Thaumaturgy? i.e. you can get either for (-2) each? with and additional (-1) for the Sponsored Source?
Also I saw something on the board that one cannot take refinements with Sponsored Magic. Is this true? If so is there a Page Reference for that? I see that the TYPE of Refinements purchased are limited.

Just trying to ease some of my confusion, thanks!

20
DFRPG / Branded Soldier
« on: January 15, 2011, 09:40:33 AM »
Back when I first started thinking up character concepts I had come up with an idea for a character who was magical, but all of his magic was tied up in Tattoos or Brands of some kind but I didn't know enough about the game to know how to make it work right so it got back-burnered for awhile. Now that I'm a bit more familiar with the system I've given it some more thought and have filled out what I think is a workable variation and wanted it to run it by experienced folks for a review. So here it is;

Note: this is based on a lowest-level game (Getting Your Feet Wet; Base Refresh 6, Skill Cap 20)

Verbal Khaine; (Base Refresh 6, Skill Cap 20)
High Concept: Branded Supernatural Super Soldier turned Bounty Hunter
Trouble: Subject X (Hunted Test Subject)
Other Aspects: Paranoid, Ugly as Sin, Memorable
Template: Focused Practitioner
Rough Background: Escapee from a Supernatural super-soldier program. He has been enhanced with Magic based on Scarification and Branding. When activated, his scars and brands will glow red and the scars may occasionally drip blood.

Skills: (Cap 20)
Good (+3) – Alertness, Endurance, Fists
Fair (+2) – Athletics, Conviction, Discipline
Average (+1) – Contacts, Intimidation, Presence, Resources, Scholarship (Languages)

Stunts/Powers: (6 Refresh)
Wizards Constitution (-0); he is essentially a creature of Magic


*Item of Power (+2); Tattoos/Brands
> Human Form (+1); Represents need to activate the Brands
> Feeding Dependency (+1); Aspect; Eating Machine; does not require Blood but instead has to consume a lot more Food than normal.
> 2x Refinements (-2); 4x “Focus Items” as Skill or Defense-Enhancing Brands <exact refinements to be determined>
> Modular Abilities (-7; up to 5 Refresh Worth of powers)

Typical Powers Available:
- Aquatic (-1; gills & webbing), Breath Weapon (-2; ranged attack)
- Tentacles (-1/-2 w/Claws; ranged grapple), Claws/ Venomous Claws (-1/-2)
- Echoes of the Beast (-1; sense-related aspects), Paralytic Venom (-1)  
- Hulking Size (-2), Spider Walk (-1), Wings (-1), Cloak of Shadows (-1)
- Mana Static (-1), the Sight (-1), Supernatural Sense (-1/-2)
- Speed; Inhuman, Supernatural or Mythic (-2, -4, -6)
- Strength; Inhuman, Supernatural or Mythic (-2, -4, -6)
- Toughness and Recovery; Inhuman, Supernatural or Mythic (-2, -4, -6)
> Toughness Catch;?

* The effect of the Brands is to enhance his bones, blood and muscles so he can shift his physical form to a fair degree.

Adjusted Refresh; (1)

Gear of Note:
Custom Body-Armor (Armor 2); Armored Long Jacket and Under-Armor  

The idea was to have a character who could have a variety of abilities he could change around as needed and originally I was going to run him based off of Thaumaturgy until I saw the "Modular Abilities" Power and realized that was much more fitting and gave me the flexibility I wanted without all the clunky pre-game and downtime work.
I don't know if this is over-powered or not, but for the benefits he gets there are limitations that I've built in; such as the limited to Physical or Sensory modifications. Though there are no actual points gained from this limitation i didn't want a character who could suddenly develop Evocation or the ability to transit between worlds at will (Though I could see him doing this at later power levels).

21
DFRPG / GM Screen?
« on: January 12, 2011, 07:25:16 PM »
Has anyone managed to create a GM's screen one can print out? As it stands the rules are kind of scattered and for someone like me with poor memory it'd be nice to have them in one handy space.

22
DFRPG / Merfolk ideas?
« on: January 10, 2011, 04:04:36 PM »
So I'm finally getting up to speed on this campaign I have planned but one of the major races I have planned are the merfolk; denizens of the deeps etc...
In the campaign I am planning on having an influx of arriving in Miami and I would like to get some ideas and suggestions on how they might work on how they might be worked up.
I had originally thought about making them another element of the Fae Courts but decided they should be their own group with their own abilities including transformation from a marine animal form to a human form and have a hybrid form in between.
And I'm not talking Disneyfied little mermaids here, I'm talking the Nymphs, Nereids and Sirens of Greek and Roman mythology; creatures as fickle, dangerous and ever-changing as the sea.
I'm also going to be working on were-sharks, were-gators and possibly even were-rats to go along with the campaign background.

I'm figuring a good blanket catch for all of the Merfolk and marine-weres would be "Child of the Sea" which requires them to spend at least one day in the sea for every day the spend on land (possibly more) but they cannot exceed X number of days on land (based on physical damage track...whatever its called, I don't have my book handy) or they start taking damage, something akin to asphyxiation.

23
Author Craft / Police Organizational Question(s)
« on: December 22, 2010, 04:09:39 PM »
I don't know if anyone on the board is a police officer of any kind or has working knowledge of Police Organization.
So I've started working on a new story that is a Detective-series set in Miami but with a supernatural angle. The main character is a Miami PD Detective who works in Special Investigations, though in his case he is regularly assigned to investigate the really "Special" cases i.e. the Supernatural Stuff that no one believes in or wants to believe in. This is a world in which the Supernatural World is still unknown and the mortal world prefers it that way.

Now my questions(s) stem from his Particular role in the Department. As a former Oceanographer and Scientist he has a certain very unique skill-set to bring to the job, but I don't want to make him a lab-geek as I'm not up on CSI terms and lingo etc...and figured SI would be the best fit for him.
The question is, given that unique skill-set and duties, would he have a partner? For that matter do all Officers and Detectives have Partners? If so, what kind of partner would he have?

I eventually plan to have him team up with a local National Park Service Ranger (Assigned to the Everglades Primarily) and future love interest. which brings me to my next question; would it be within the realm of possibility to have an SI detective, or any kind of Detective, team up on a long-term basis with an NPS Agent? I'm trying to work out how and why the characters meet and start to work together, whether he should have an assigned partner and what their relationship would be like and such to make their working together more believable.

24
DFRPG / New Monsters
« on: December 13, 2010, 04:17:22 PM »
I came up with an idea for a new type of monster, though it may already be in the game and I haven't seen it, I call it the "Thaumavore" otherwise known as the "Magic-Eater". I'm not familiar enough with the game yet to stat it out, but the basic idea is that it hunts magic and magic users via a magical tracking sense then eats and absorbs the source of the magic as well as any magic cast at it and is generally immune to any magic effects whether direct or Area of Effect that can effect it. Example it is immune to illusions, but not to magic that affects another person...except it can eat the person and absorb the magic. I'm trying to think of a better way to word the catch. In addition the magic it eats grants it additional power base don the amount of magic it absorbs. It may start out as not much stronger than your average dog, but becomes a powerhouse in a hurry. Naturally the thing was created to hunt and kill sorcerers and wizards and other things that hunt and use magic but is an especially monstrous bane to the Fae and other creatures that are sustained by magic; in short something that could be considered the equivalent of awakening a Tarrasque (Old school mythological and D&D reference for those not in the know).

25
DFRPG / Toon Town?
« on: December 01, 2010, 06:48:16 PM »
So there are supposedly many varied universes or even odd parts of the Never Never, what if Toon Town (Who Framed Roger Rabbit) existed?
Think of the fun Fae could have with people who stumble into there!
It'd be fun just to use the Tasmanian Devil's only spoken line; "Why for you bury me in the cold, cold ground?"
8)

26
DFRPG / Sample Game?
« on: December 01, 2010, 04:02:33 PM »
Does anyone know if there is a Sample Adventure somewhere? I'm looking for a one-shot to run that will give me and my players an opportunity to learn how the system actually works and hopefully give us a better idea on how to create characters etc...
I am very confused on a lot of the Character Generation process...skills are simple enough but there is really no page I can find that has a a compressed and simplified version like some games I have seen. Something that combines all of the costs into one page. Seems like all of the necessary information is scattered across several pages and chapters. Unless I am missing something, if there is such a page then a page number would be very welcome!

27
Site Suggestions & Support / Spell-Checking?
« on: November 30, 2010, 02:19:22 PM »
Is there a way to turn on Spell-checking? I am a terrible typist and its embarassing to catch my mistakes after the fact...8P

28
DFRPG / Story-Related Questions (slighlty book soilerish)
« on: November 25, 2010, 10:53:53 PM »
I'm working on developing a campaign and I had a couple of questions that I need to get cleared up;
(click to show/hide)
- Can Red Court vampires create Renfields?
- If so, what happens to a Renfield if it's creator(s) are killed?
- Are Renfield's actually vampires or just really fricking strong and tough?

...you'd think that with my name I'd know the answers to the Renfield questions...rofl

29
DFRPG / Odd City Settings?
« on: November 08, 2010, 04:48:44 PM »
So I'm thinking about running a game, and normally I'd set such a thing in my local city (Austin) but I've doen that so many times for toher games that I get kind of bored of it. So I was trying to think of some some new locales for a setting and I've been discarding places like the major cities as being way to obvious for the most part yet I didn't want to settle on some place too small or too obscure and I've come up with a couple of possibilities and wanted to see if anyone else had other odd ideas.
Note: I have not included Foreign cities on this list as there is only limited information on activities in other locations within the Dresden 'verse so I'm trying to keep it localish.

My ideas (so far):
Miami, FL (Pretty much anywhere in Florida actually) - Something about setting a game in one of the Brightest cities in the US just has its bizzare appeal. For all of that brightness it has a very ugly underside, making a perfect setting as far as a game is concerned. Plenty of action for White Court, Red Court and even Black Court Vampires. Plenty of places to hide bodies and black magic. Swamps and legends abound including the so-called Fountain of Youth. Not to mention the Hurricnaes a few times a year that could provide a backdrop for some fun games not to mention a tremendous source of power for anyone crazy enough to tap into one!

Honolulu, HI (And the Islands in general) - Pretty much the same reasons but there would be a lot less Vampriic activity and probably more of an emphasis on native magics. The constantly spewing volcanoes would also provide a powe rlocus of it's own. With any large land-masses being far away it means that getting help would be difficult especially during the worst of times and most wizards would have to travel by sailboat to get anywhere.

30
DFRPG / Mogwai?
« on: November 04, 2010, 02:09:58 AM »
Just finished watching the original "Gremlins" and was just thinking that the Mogwai would make an awesome random event in any city!
I figure that since they turn to goo when they die (Or at least Stripe did when he was exposed to sunlight) then they must be from the Never-Never or such, probably the Chinese version.

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