Smerg's Dresden Files DFRPG - Omens


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Male Humanoid Lurker 1/ Nerd 1
Smerg wrote:

To me the story of not killing a grendlekin resulting in the death of her own kin and her need to pay a price in redemption seems very 'mortal' for a character high concept of a semi-divine norse goddess or demi-goddess.

For a Trouble, I expect something more grand or really related. The redemption quest also doesn't really invoke or compel well.

You know what else is very 'mortal'? Having the free will necessary to be a player character. Of course, we're still sitting here arguing about an idea for a Problem for someone else's character. I probably shouldn't of got involved with this line of discussion and I just hope this helps Songdragon come up with a good Problem.

(I still say something like Questing For Redemption would fit well with Option 1 and makes a good Aspect or even Trouble if you spin it right.)

So, yeah. We need to stop arguing about Songdragon's character when Songdragon isn't around.

Dark Archive

Okay sorry guys my net went down but its back up now.

I will post the gardener tomorrow.

For my character I'm thinking
Since we are starting at 9 refresh. A changling who doesn't know he's the heir to Autumn as Mab has the power rolled up and locked away. The Mothers however want to see Spring and Autumn restored but, can't act directly. So when he was born they had the last Autumn Knight bring him to them before everything went down. He spent his "childhood with the mothers doing things around the cottage and learning magic. Then once everything had cooled off the was shipped off to serve as a wild fey smith who both courts and the Erlkings people call upon. His first adventure would be where for a piece of work he made a client told him where to find "his fathers hammer" which I intend to make an item of power for him.

As for the type of changling I was think something like a cross between a troll and knooker from changling the dreaming.

So his high aspect would be The Forgotten Prince changing as he finds out who he is also he was drawn to toronto by the remaining active powers of Autumn.

His trouble Rasied as a Knight showing that the mothers groomed him to take back what should have been his one day.

His childhood aspect would be The Mothers Ward

Then the next forget what's its called right now is
Fey Smith for his youth
And no idea for his first adventure

So how does that sound Smerg??


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:

Anyway, enough with the good-natured arguing about other people's characters on the internet. Time to finally post that Rising Action I didn't ten hours ago.

Rising Action: In his junior year of college, Nathanial found an arcane tome in the TML and knew he had to read it. A homeless man warned him not to, but he didn't listen. After all, how bad could the book be?

He should have listened. The book pried open his third eye and made him stare into the abyss outside the universe, where he Saw The Watcher Beyond Sight. His mind snapped like a dry twig. Two weeks later, his landlord found him in his apartment, bleeding out from the arcane runes he carved into his arm in a failed ritual attempt. This lead to a quick trip to a padded cell, and five years later he has been deemed sane enough to return to normal society.

Hai, hai, we've gone enough on Songdragon's character and the potential idea's for Trouble. Pitching these ideas around hopefully does help Songdragon out and shows some of my thoughts on it but in the end a player rules their character.

Now, on to your Rising Action. How do you see Saw The Watcher Beyond Sight being invoked and compelled? What do you see are the scene triggers and what skills do you see this Aspect helping you accomplish?

Right now the wording is a bit vague for me and I want to make sure that we are on the same understanding of thought of what this Aspect is and what it does. Both good and bad.


Male Half Orc Cleric 2 Fighter 2
divineshadow wrote:


As for the type of changeling I was think something like a cross between a troll and knooker from changeling the dreaming.

So his high aspect would be The Forgotten Prince changing as he finds out who he is also he was drawn to toronto by the remaining active powers of Autumn.

His trouble Rasied as a Knight showing that the mothers groomed him to take back what should have been his one day.

His childhood aspect would be The Mothers Ward

Then the next forget what's its called right now is
Fey Smith for his youth
And no idea for his first adventure

So how does that sound Smerg??

All the aspects are straight forward and understandable. I'd add in the word 'Autumn' to the High Concept to clarify where you're a prince from.

I would also stick 'Fae' or 'Fairy' into your Trouble to again clarify that we're talking a Fae Knight instead of a Medieval Knight or a Knight of the Cross.

We'll also have to hash out an agreement on the term 'The Mother's Ward' as to what things it helps protect you from and how it kicks in. An Omni ward against all trouble is too powerful so it will need to be detailed to something like covering protection from the fae Queens and their minions. That still leaves the Mothers and the Ladies of the court and their minions that can be brought into play without triggering the ward. You could also select all of one of the Courts (either Winter or Summer) that the Ward works against.

You mentioned that your first adventure was recovering your 'father's hammer'. You could choose an aspect that is called, My Father's Hammer. It would boost you when you did things with the hammer.

Dark Archive

Smerg wrote:
divineshadow wrote:


As for the type of changeling I was think something like a cross between a troll and knooker from changeling the dreaming.

So his high aspect would be The Forgotten Prince changing as he finds out who he is also he was drawn to toronto by the remaining active powers of Autumn.

His trouble Rasied as a Knight showing that the mothers groomed him to take back what should have been his one day.

His childhood aspect would be The Mothers Ward

Then the next forget what's its called right now is
Fey Smith for his youth
And no idea for his first adventure

So how does that sound Smerg??

All the aspects are straight forward and understandable. I'd add in the word 'Autumn' to the High Concept to clarify where you're a prince from.

I would also stick 'Fae' or 'Fairy' into your Trouble to again clarify that we're talking a Fae Knight instead of a Medieval Knight or a Knight of the Cross.

We'll also have to hash out an agreement on the term 'The Mother's Ward' as to what things it helps protect you from and how it kicks in. An Omni ward against all trouble is too powerful so it will need to be detailed to something like covering protection from the fae Queens and their minions. That still leaves the Mothers and the Ladies of the court and their minions that can be brought into play without triggering the ward. You could also select all of one of the Courts (either Winter or Summer) that the Ward works against.

You mentioned that your first adventure was recovering your 'father's hammer'. You could choose an aspect that is called, My Father's Hammer. It would boost you when you did things with the hammer.

Well for Mothers Ward I ment more like ward of the state. I was figuring I could invoke it for things that I might have heard about as bedtime stories from them or learned as early lessons. If it would be an actual protection on top of that I would say it keeps the Queens and Ladies from knowing who I really am so I have the time to get the Court back together once I find out who I am. How they intend for me to take the power of Autumn and Spring back I have no clue that's for you to decide. Also I was thinking maybe the prince/princess of Spring was also rasied with me??


Male Humanoid Lurker 1/ Nerd 1
Smerg wrote:

Now, on to your Rising Action. How do you see Saw The Watcher Beyond Sight being invoked and compelled? What do you see are the scene triggers and what skills do you see this Aspect helping you accomplish?

Right now the wording is a bit vague for me and I want to make sure that we are on the same understanding of thought of what this Aspect is and what it does. Both good and bad.

Well, I was going for a more flavorful way of saying that he's seen Beyond. I really chose it for three reasons:

1. When there's some unwelcome mental influence or issues with the Sight, I can just invoke this and remind everyone that I have seen the literally unseeable so I can probably handle a few seconds of fathoming unfathomable beauty without going insane(again).
2. Should the Seventh Law come up, he already knows a good chunk about it! He'd have to pretend he didn't, probably earning a Fate point from the complications inherit in telling people something that they would kill you for knowing, but that leads us to...
3. When the fit hits the shan and someone finds out that I broke the Seventh Law to itty bitty pieces five years ago, I want to get Fate Points from something other than pity.

So, yeah, unless stuff that break the Beyond is involved somehow there won't be many Compels that wouldn't be covered by The Cracks Still Show, but it would be too much of a stretch to fit it in my Problem aspect completely.


Male Half Orc Cleric 2 Fighter 2
divineshadow wrote:

Well for Mothers Ward I meant more like ward of the state. I was figuring I could invoke it for things that I might have heard about as bedtime stories from them or learned as early lessons. If it would be an actual protection on top of that I would say it keeps the Queens and...

Okay, I get the idea now. I'd re-write the words slightly to be Ward of the Mothers like 'Ward of the State'. This will clarify the idea of what you are aiming at.

You could also consider, Wisdom of the Mothers if it is more of lore ability.

Okay, so the aspect can be invoked for purposes of fae lore and for purposes of maintaining your 'disguise'. You 'smell' like you are a servant of the mother's courts. The fact that you truly have an independent nature like a knight has an independent nature is hidden.

You have this hidden nature at the start of the campaign but if you should spend too much time in say Mab's view (or an Sidhe Lord) then she might start getting suspicious.

Okay, looks good to me.


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:


Well, I was going for a more flavorful way of saying that he's seen Beyond. I really chose it for three reasons:

1. When there's some unwelcome mental influence or issues with the Sight, I can just invoke this and remind everyone that I have seen the literally unseeable so I can probably handle a few seconds of fathoming unfathomable beauty without going insane(again).
2. Should the Seventh Law come up, he already knows a good chunk about it! He'd have to pretend he didn't, probably earning a Fate point from the complications inherit in telling people something that they would kill you for knowing, but that leads us to...
3. When the fit hits the shan and someone finds out that I broke the Seventh Law to itty bitty pieces five years ago, I want to get Fate Points from something other than pity.

So, yeah, unless stuff that break the Beyond is involved somehow there won't be many Compels that wouldn't be covered by The Cracks Still Show, but it would be too much of a stretch to fit it in my Problem aspect completely.

Okay, let's back up and consider what happens when you break one of the 'Laws of Magic'.

Step 1> You pay a 1 pt Refresh cost as you are now Lawbreaker of the 7th Law. This gives a +1 to skill checks connected to the 7th Law. Especially, it is a bonus to break the law a second or third time.

Step 2> You may then replace or re-write one of your current aspects to reflect that you have changed (this is an optional choice)

Step 3> If you have broken the same law 3 times or more than the Refresh cost increases to 2 pt Refresh (total cost or 1 additional cost) and the bonus increases to +2.

Step 4> Every third breaking of the rules you must re-write or replace one of your Aspects to reflect the change on your personality.

Following those guideline points, I would first make up your character without being a law breaker (at least as far as Rising Conflict). I would then decide on how many times you had broken the 7th law. Last, I would apply the procedure to change my character into a Lawbreaker.

The three uses that you suggest for the Aspect are good and well within the idea. I can see the invoking and the compelling.

Dark Archive

Hmmmmm wouldn't Ward of the Mothers be better for compels than Mothers Wisdom??

Grand Lodge

Mother's Wisdom could compel you to believe in old wives tales that are not true. Also to wear your scarf and not go out with wet hair. ;)


Male Half Orc Cleric 2 Fighter 2
ithuriel wrote:
Mother's Wisdom could compel you to believe in old wives tales that are not true. Also to wear your scarf and not go out with wet hair. ;)

Yup, 'Mother's Wisdom' would certainly have you 'fearing' things that most mortals wouldn't have troubles with.

A run down sidewalk covered in cracks might be seen as a place where you have to be careful in walking to avoid 'Step on a crack and break your mother's back'. It would cause real problems to fight in such an environment.

You might be forever shooing away black cats to avoid them walking across your path.

I am sure there are plenty of other ideas that might come out of this from various fairy tales.

Also, Magic is considered to be based upon your 'belief' system. Mother's Wisdom could be compelled to alter elements of your spells or glamors.

You should also think up what Autumn is strong at or is the signature of Autumn. Summer is Growth. Winter is Decay.


Male Efreeti, advanced manthing 45HD
Smerg wrote:
Valegrim wrote:


am thinking as far as military; something he was good during times of conflict; but his involvement was a punishment or escape as he was a round peg in a square hole as the military is so regimented. But he understands the military mindset; but as when your a soldier, sometimes you have to watch things and not do anything about them; not get involved; that is to much for him; "that aint right"

The way that I see this breaking down is into a couple of Aspects.

Your 'Trouble' aspect appears to be No Place is ever Home. This covers the drifter idea that you can't settle down and even when you try to settle down something happens to force you to keep moving. You could reword this same idea in other forms like Cursed to Forever Wander or other variations on the idea but I think the first idea should be close to what you want. If not then suggest something else.

----------
first this is exactly right; fits right into my eteranal warrior with no rest idea. He keeps moving to not get to attached; to not let any enemies take reprisals; so he rides off into the sunset even if it is just across town and avoid those people he helped.
----------

Your 'Rising Action' aspect appears to be That Ain't Right or Can't sit back and watch. You might also consider Fists of Justice or Code of the Hero. The last one, 'Code of the Hero' is a good aspect as it covers not just physical combat but any of the general ideas attributed to Heroes and how they should act.

=============
ok; tell me more about Fist of Justice; and code of hero
-------------

yes; am going Child of the Greek Gods; my idea is much like that of Achilles. I am thinking Persepone and Demeter and Thethis; all hurt and injured by Zues; get together and talk about their lost and killed sons and vengence. Persephone is Demeters daugher; and Demeter had many children with Zues; Persephone was stolen away herself by Zues' brother Hades; and Thethis is one of their nymphs and was the mother of Achilles whom she dipped in the River Styx. Achilles is one of the only demigods who was not set into the stars in immortaliy; like Herakles or Orion, for example; so his soul still abides it time in Hades. So I am thinking Demeter for his mother; so that would be his Patron; her daughter Persephone has Achilles soul reborn as a half human; once again. They make the child strong and a hero; and hide him from the other gods and he is raised on earth by Thethis as his mother though she is really his foster mother as a body but has the soul of her son the hero Achilles. So, fearing being found out; Thethis puts my character in an orphanage when he is 14; and leaves him; he is moved from family to family until he gets into trouble and WWII breaks out. Now he has been wandering ever sense; doing little jobs; fighting the good fight; protecting the little guy; but has no real sense of family or background. His true family are those other warriors; those who have helped him in fights and good men, mercenaries with morals; and like that; thinkers and philosophers. Like Achilles had his 500 elite Mrymidons, but spends most of his time alone and in hiding; trying to escape in anonimity only to be drawn back into the conflict over and over; like a knight on a chessboard. how is that for a classical background?
============

You might also consider if you are going the classic hero idea to pick up an Aspect that declares, Child of the Greek Gods or Protected by the Greek Gods. You will get more 'bang' for your buck if you name a patron God at the same time your Aspect will become more focused to things associated with that specific Deity.


Male Humanoid Lurker 1/ Nerd 1
Valegrim wrote:


ok; tell me more about Fist of Justice; and code of hero

They mean whatever you want them to mean. Aspects are just character traits with some mechanical weight behind them. I can sit here and come up with examples for Code of the Hero, but you're the one who defines what Code of the Hero actually means to you character. If I made a character who has a different definition of being heroic than your character and he also took an aspect called Code of the Hero, it would come up in a different set of circumstances because Code of the Hero would mean a different thing in the context of that character.

So, yeah. You tell us what your character's heroic code is, and we'll tell you how it would come up in play.

Grand Lodge

Valegrim-
Just to make sure we are on the same page... we are just making these up. There aren't any in the book, you just choose a descriptive phrase that fits your idea. It should be something double edged usually. If it were something that were only good it wouldn't offer you a chance to earn any fate points which hinders your character. So as Davi says, they'll mean whatever makes sense in the context of your character.

Smerg>
I'm having trouble settling on an idea, but I'm working on it.

Grand Lodge

Just to help me narrow down what we have for my own decision making:

divine shadow - forgotten prince (autumn changeling)
valegrim - divine heritage (emissary of power)
songdragon - fallen daughter of the norse (emissary of power)
davi - outsider scholar (some type of practitioner?)
adastra - psychic insurance guy (focused practitioner or minor talent?)
barcas - savvy retired cop (pure mortal)
torolf - out of town for now

I think that's everyone.

I've been tossing around a winter changeling, one of the nephilim, or some type of practitioner. Nothing solid enough to pitch yet.


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:
Valegrim wrote:


ok; tell me more about Fist of Justice; and code of hero

They mean whatever you want them to mean. Aspects are just character traits with some mechanical weight behind them. I can sit here and come up with examples for Code of the Hero, but you're the one who defines what Code of the Hero actually means to you character. If I made a character who has a different definition of being heroic than your character and he also took an aspect called Code of the Hero, it would come up in a different set of circumstances because Code of the Hero would mean a different thing in the context of that character.

So, yeah. You tell us what your character's heroic code is, and we'll tell you how it would come up in play.

Yup, Davi has this right. In the end, the words mean what the player and the GM (listening to the player) say they mean.

For example, when I think Code of the Hero, I'm thinking of your classic Western Hero or 4 colour Comic book hero code. But, if you want to be more like Achilles in the movie Troy then that is fine too. The Iliad is a great example of basic warrior codes of respect for fellow warriors, respect for the dead, respect for weapons and armour, service to king, bravery first and worries of dying a distant second.

Fists of Justice again is a Wu Shu Movie or 20s Action Hero type of term. It suggests fist-a-cuffs to solve problems and bring order out of chaos. It has a pulpy type of feel.

In the end the words are just ways to help you paint a picture of what your character is like at the same time providing a language for your character to show what they are good at. It is a kind of design your own skill feat that also tells a mini-tale of who and what is important to your character.


Male Half Orc Cleric 2 Fighter 2
ithuriel wrote:

Just to help me narrow down what we have for my own decision making:

divine shadow - forgotten prince (autumn changeling)
valegrim - divine heritage (emissary of power)
songdragon - fallen daughter of the norse (emissary of power)
davi - outsider scholar (some type of practitioner?)
adastra - psychic insurance guy (focused practitioner or minor talent?)
barcas - savvy retired cop (pure mortal)
torolf - out of town for now

I think that's everyone.

I've been tossing around a winter changeling, one of the nephilim, or some type of practitioner. Nothing solid enough to pitch yet.

That's fine.

If worse comes to worse than you can start play and 'build' up bits of your character as you go along until you figure out who you are.

I prefer to have more characters built before we start but can accept some building on the fly.


Male Humanoid Lurker 1/ Nerd 1
ithuriel wrote:

Davi - outsider scholar (some type of practitioner?)

I was planning on taking Thaumaturgy, Lawbreaker(Seventh) and The Sight. I'm debating whether or not to take Evocation. So, yeah. Either I'll be half a Sorcerer for a few adventures or I'll have barely any Fate points for a while. Either way, I'll be specializing pretty heavily in Thaumaturgy.


Smerg... Good timing. My thanks for your thoughts and help. And Davi, your added thoughts to the discussion.

Pernilla Tharaldson
High Concept: Daughter of the Valkyrie
Trouble: Forbidden to Die Peacefully

Hammer Time - Will have to come up with more of a story, but is where she finds among other recovered relics (working for Monoc Corporation) a head to a small cold iron warhammer. She was allowed to keep the weapon and spent time and funds to have the weapon restored to a functional weapon. The recovering would be part of several investigations of stolen items from both Monoc Corporation and other organizations that they provide their services for. (I am not considering the weapon other than mundane cold iron forged weapon that she uses, unless she enchants it)

Troll Slayer - Having come to the mortal realm, Pernilla has found her fair share of fae. Several of them trolls. It has been an odd occurrence that the trolls seem to appear wherever she is.

(more to come)

I have read Changes... good book with a ending twist. Look forward to the next book.


Male Half Orc Cleric 2 Fighter 2
Songdragon wrote:

Smerg... Good timing. My thanks for your thoughts and help. And Davi, your added thoughts to the discussion.

Pernilla Tharaldson
High Concept: Daughter of the Valkyrie
Trouble: Forbidden to Die Peacefully

Hammer Time - Will have to come up with more of a story, but is where she finds among other recovered relics (working for Monoc Corporation) a head to a small cold iron warhammer. She was allowed to keep the weapon and spent time and funds to have the weapon restored to a functional weapon. The recovering would be part of several investigations of stolen items from both Monoc Corporation and other organizations that they provide their services for. (I am not considering the weapon other than mundane cold iron forged weapon that she uses, unless she enchants it)

Troll Slayer - Having come to the mortal realm, Pernilla has found her fair share of fae. Several of them trolls. It has been an odd occurrence that the trolls seem to appear wherever she is.

(more to come)

I have read Changes... good book with a ending twist. Look forward to the next book.

This all looks solid.

Hammer Time and Troll Slayer can fit into any of the story phases; so, you might hold on or the other back till we come to that part of character generation as we tie the characters together with past adventures. The other could be used as part of your own 'first' adventure.

That leaves you coming up with a 'background' and a 'rising action'. For a background, you might want to explore growing up as a norse maiden.


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:
ithuriel wrote:

Davi - outsider scholar (some type of practitioner?)

I was planning on taking Thaumaturgy, Lawbreaker(Seventh) and The Sight. I'm debating whether or not to take Evocation. So, yeah. Either I'll be half a Sorcerer for a few adventures or I'll have barely any Fate points for a while. Either way, I'll be specializing pretty heavily in Thaumaturgy.

Let's see the refresh costs are;

Thaumaturgy 3pts for the full suite (or you could go with Ritual for 2pts with a focus like Outsiders or Demons).

Lawbreaker 7th: 1pt or 2pt for multiple breaches.

The Sight is 1pt

Evocation 3pts for the full suite (or you could go with Channeling for 2pts to specialize in say Spirit).

If you choose, you can go with a couple lesser abilities and then upgrade them as you gain more 'experience' or Refresh pool.

If you want to be good at Thaumaturgy then 'Lore' will be an important skill as it affects the complexity of spell you can cast. 'Discipline' will help control the energies that you summon. 'Lore' is also important for the sight.


Still out of town, but am thinking of Magical Linguist (not really happy with the wording of the high concept and looking for input). Conan is a double Ph.D. in Libary Science and Linguistic Theory who eventually stumbled upon some magic texts.

His trouble is something along the lines of being The Forgotten Apprentice. As he began getting clued into the supernatural, he gained the attention of the local White Council representative, Himes, who taught him the Laws of Magic and eventually apprenticed him, teaching him Evocation and possibly Thaumaturgy (perhaps only ritual; was looking at Molly Carpenter's template, actually). I'm thinking that when Hilda lost her sanity, what the Sight actually did was overwrite and transform her relationship with Conan to that of the Sidhe Knight that she became infatuated with. Unfortunately, Hilda never reported her apprentice to the White Council, so Conan picked up the enemies of the Council without gaining any of its advantages except for the limited training he already gained.


Male Half Orc Cleric 2 Fighter 2
Torolf wrote:

Still out of town, but am thinking of Magical Linguist (not really happy with the wording of the high concept and looking for input). Conan is a double Ph.D. in Libary Science and Linguistic Theory who eventually stumbled upon some magic texts.

His trouble is something along the lines of being The Forgotten Apprentice. As he began getting clued into the supernatural, he gained the attention of the local White Council representative, Himes, who taught him the Laws of Magic and eventually apprenticed him, teaching him Evocation and possibly Thaumaturgy (perhaps only ritual; was looking at Molly Carpenter's template, actually). I'm thinking that when Hilda lost her sanity, what the Sight actually did was overwrite and transform her relationship with Conan to that of the Sidhe Knight that she became infatuated with. Unfortunately, Hilda never reported her apprentice to the White Council, so Conan picked up the enemies of the Council without gaining any of its advantages except for the limited training he already gained.

Reading this, I'd suggest that you use The Forgotten Apprentice as your 'High Concept'. This is a solid idea that you can build a character around. Being a Linguist would be fine in a lower power game or more of a pure fantasy or sci-fi. In a urban fantasy game languages can often be translated very easy by computer people (plenty of language apps these days).

Only pure wizards with their hexing troubles have troubles with languages and for them it is just a spirit evocation or spirit thaumaturgy to do the language translation (fairly simple with a level 3 complexity to tag a scene with the translation ability).

From your writing, I'd suggest for 'Trouble' something like 'On My Own' or 'Abandoned'.

I would though caution you considering the choice of 'loner' for a trouble because it will often come up in group play to cause you problems (you won't play well with others). This is one of those cases where an Aspect can be chosen but the impact on play would be profound on the enjoyment side (I mean why play a group if game if you don't plan to be interacting with the other players?)

Just some thoughts.

Dark Archive

As for Autumn they would be the coming of things to fruition. As Autumn is the harvest season. Also they would have some decay as autumn is when things begin to grow old and pass away. For elemental I would say the Winds of Autumn and for Spring it would take part of Summers growth concept and be renewal. Their element would be Rains of Spring probably.


Male Humanoid Lurker 1/ Nerd 1
Smerg wrote:

If you choose, you can go with a couple lesser abilities and then upgrade them as you gain more 'experience' or Refresh pool.

You know, I dismissed Channeling when I was figuring out what powers I wanted, but since I could just buy it up to full Evocation at a later point... I think I'll take Channeling. It'll give me something to do in a fight beside setting up aspects.


Male Humanoid Lurker 1/ Nerd 1
divineshadow wrote:
As for Autumn they would be the coming of things to fruition. As Autumn is the harvest season. Also they would have some decay as autumn is when things begin to grow old and pass away. For elemental I would say the Winds of Autumn and for Spring it would take part of Summers growth concept and be renewal. Their element would be Rains of Spring probably.

So, basically entropy? The process by which something passes from Summer's life to Winter's death? Sounds appropriate/useful.

Dark Archive

Davi The Eccentric wrote:
divineshadow wrote:
As for Autumn they would be the coming of things to fruition. As Autumn is the harvest season. Also they would have some decay as autumn is when things begin to grow old and pass away. For elemental I would say the Winds of Autumn and for Spring it would take part of Summers growth concept and be renewal. Their element would be Rains of Spring probably.
So, basically entropy? The process by which something passes from Summer's life to Winter's death? Sounds appropriate/useful.

Yeah pretty much I figure that was orginaly Autumns thing and got folded into Winter when the court was broken.


Male Half Orc Cleric 2 Fighter 2

I was thinking for Giddeous Rath the Necromancer that a better goal for him would be to become a Kemmlerian Necromancer. That would be a shift for Rath to the Big Leagues.

He is a sorcerer class Necromancer now but with the ROM and TML in the area, he hopes to pick up the knowledge to perform a ritual powerful enough to get noticed for sponsorship by an ancient power of death.


Male Half Orc Cleric 2 Fighter 2
divineshadow wrote:
As for Autumn they would be the coming of things to fruition. As Autumn is the harvest season. Also they would have some decay as autumn is when things begin to grow old and pass away. For elemental I would say the Winds of Autumn and for Spring it would take part of Summers growth concept and be renewal. Their element would be Rains of Spring probably.

I like the Winds of Autumn idea along with the Rains of Spring. It gives each a flavour and both of those qualities are the more 'fluid' types which is very much in keeping with the seasons.

Rather than have entropy as in decay and death which really tends to be the mark of Winter's power. I'd suggest that Luck and Fortune be the focus.

It is the fall and the harvest season that people find out how lucky they have been in terms of the fortunes of harvest. Have you had great gains or great losses? You can never know till you get to the day of the harvest because even the day before some misfortune might strike and strip your fields bare of gain.

Grand Lodge

Also air evocation for those winds.


Smerg wrote:

Reading this, I'd suggest that you use The Forgotten Apprentice as your 'High Concept'. This is a solid idea that you can build a character around. Being a Linguist would be fine in a lower power game or more of a pure fantasy or sci-fi. In a urban fantasy game languages can often be translated very easy by computer people (plenty of language apps these days).

Only pure wizards with their hexing troubles have troubles with languages and for them it is just a spirit evocation or spirit thaumaturgy to do the language translation (fairly simple with a level 3 complexity to tag a scene with the translation ability).

From your writing, I'd suggest for 'Trouble' something like 'On My Own' or 'Abandoned'.

I would though caution you considering the choice of 'loner' for a trouble because it will often come up in group play to cause you problems (you won't play well with others). This is one of those cases where an Aspect can...

I had considered taking Forgotten Apprentice as my concept, but it didn't incorporate the linguistics that I see as so critical to his identity. Being a bit of a linguistic nut myself, I'm familiar with a lot of translating apps, and most of them do a worse job than Harry did with his own Latin at the White Council, and I very much question how a computer app would translate mystical techs (at least when a human reader is interacting or running the app).

Your point about loners is good, but I didn't conceive of or intend him to be a loner, just a sort of non-entity where the White Council is concerned. I haven't seen any other character concepts submitted for White Council characters, so I didn't see a problem with that. I also have no problem with future White Council PC or NPC interacting with him. Just not at the start, and they'd probably be very suspicious of him.


Male Humanoid Lurker 1/ Nerd 1
Torolf wrote:
I had considered taking Forgotten Apprentice as my concept, but it didn't incorporate the linguistics that I see as so critical to his identity.

The problem with Magical Linguist isn't that it's a bad High Concept, it's just a little dull. Add another adjective on, maybe fold Forgotten Apprentice in to make Forgotten Arcane Linguist or something like that, and none of us would have anything to complain about.

(Your idea for your Trouble would still work, just make a different name for it.)


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:
Torolf wrote:
I had considered taking Forgotten Apprentice as my concept, but it didn't incorporate the linguistics that I see as so critical to his identity.

The problem with Magical Linguist isn't that it's a bad High Concept, it's just a little dull. Add another adjective on, maybe fold Forgotten Apprentice in to make Forgotten Arcane Linguist or something like that, and none of us would have anything to complain about.

(Your idea for your Trouble would still work, just make a different name for it.)

I agree with this idea.


I've got my 5 Aspects and most of my character sheet. It isn't final yet, but it's fairly set.

High Concept: Savvy Retired Cop
Problem: Runs Towards Danger
Background: More Guns than Sense <-- May change
Rising Conflict: Seen It All
Story: Connected the Dots

The rationale for Connected the Dots is that he figured out the supernatural world without being formally introduced and is fairly savvy at understanding it. It ties in well with his +5 Investigation skill.

Skills
Superb (+5) Investigation
Great (+4) Guns
Good (+3) Alertness, Endurance, Presence
Fair (+2) Fists, Discipline, Driving, Intimidation
Average (+1) Empathy, Survival, Conviction, Lore

Stunts
(-1) Quick Eye
(-1) Scene of the Crime
(-1) Footwork
(-1) Interrogator
(-1) No Pain, No Gain

Dark Archive

Yeah but for Mothers Wisdom I don't think that it would be things like step on a crack its too recent. I'll have todo some research. But I could see things like turning my jacket inside out to hide from Fey as that is a legend.


By the way, how are we going to roll dice? One way is 1d5 minus 1d5. The range would be technically the same, although it would be a lot more varied. It has the benefit of being easier to read.

Example Rolls
1d5 - 1d5 ⇒ (5) - (5) = 0
1d5 - 1d5 ⇒ (1) - (5) = -4
1d5 - 1d5 ⇒ (2) - (1) = 1
1d5 - 1d5 ⇒ (1) - (5) = -4
1d5 - 1d5 ⇒ (4) - (5) = -1
1d5 - 1d5 ⇒ (3) - (5) = -2
1d5 - 1d5 ⇒ (1) - (5) = -4
1d5 - 1d5 ⇒ (4) - (1) = 3
1d5 - 1d5 ⇒ (5) - (4) = 1
1d5 - 1d5 ⇒ (4) - (5) = -1
1d5 - 1d5 ⇒ (3) - (1) = 2
1d5 - 1d5 ⇒ (5) - (3) = 2
1d5 - 1d5 ⇒ (5) - (2) = 3
1d5 - 1d5 ⇒ (5) - (5) = 0
1d5 - 1d5 ⇒ (2) - (4) = -2
1d5 - 1d5 ⇒ (2) - (2) = 0
1d5 - 1d5 ⇒ (2) - (5) = -3
1d5 - 1d5 ⇒ (1) - (3) = -2

Alternately, we could roll them as 4d3 and simply ignore them being added up. (1 = Minus, 2 = Nothing, 3 = Plus) It takes a little longer but is distributed for less extreme variance.

Example Rolls
4d3 ⇒ (1, 2, 2, 1) = 6 = -2
4d3 ⇒ (2, 2, 1, 2) = 7 = -1
4d3 ⇒ (1, 3, 3, 3) = 10 = +2
4d3 ⇒ (3, 1, 2, 3) = 9 = +1
4d3 ⇒ (1, 1, 1, 2) = 5 = -3
4d3 ⇒ (2, 3, 3, 2) = 10 = +2
4d3 ⇒ (1, 3, 2, 3) = 9 = +1
4d3 ⇒ (2, 1, 2, 3) = 8 = +0
4d3 ⇒ (2, 2, 3, 2) = 9 = +1
4d3 ⇒ (3, 3, 2, 1) = 9 = +1
4d3 ⇒ (2, 3, 2, 2) = 9 = +1
4d3 ⇒ (2, 3, 1, 1) = 7 = -1
4d3 ⇒ (3, 2, 2, 1) = 8 = +0
4d3 ⇒ (1, 2, 2, 3) = 8 = +0
4d3 ⇒ (3, 3, 1, 2) = 9 = +1
4d3 ⇒ (1, 2, 2, 1) = 6 = -2
4d3 ⇒ (2, 2, 3, 3) = 10 = +2
4d3 ⇒ (2, 1, 2, 2) = 7 = -1

Edit: Actually, looking at the second set, it appears that 4d3-8 would give the same value. Running these values seems to work out correctly. I suggest 4d3-8 to determine the value.

4d3 - 8 ⇒ (3, 2, 3, 3) - 8 = 3
4d3 - 8 ⇒ (2, 3, 2, 3) - 8 = 2
4d3 - 8 ⇒ (1, 3, 2, 2) - 8 = 0
4d3 - 8 ⇒ (3, 2, 1, 1) - 8 = -1
4d3 - 8 ⇒ (2, 1, 2, 2) - 8 = -1
4d3 - 8 ⇒ (2, 1, 3, 1) - 8 = -1

Grand Lodge

Why would you not just roll d6's? 1-2 = Minus, 3-4 = Nothing, 5-6 = Plus.

Seems a lot easier than all that.


You'd have to roll one of several ways. 4d6 (in which you have to manually look them up, the same problem with method #2.) or 1d6 4 times, which is just messy. 4d3-8 is a single dice function that has the exact same range and variance of the special dice without having to look at the particular numbers and figure out what they mean.

4d6 ⇒ (6, 1, 3, 4) = 14 preview, check, figure for +1 -1 +0 +0 = +0
or
1d6 ⇒ 3/1d6 ⇒ 1/1d6 ⇒ 1/1d6 ⇒ 2 preview, check, figure for +0 -1 -1 -1 = -3
or
4d3 - 8 ⇒ (3, 3, 3, 2) - 8 = 3 = +3 by just looking at the value.

Grand Lodge

Gotcha. Didn't understand what you were doing before.

Ok here's an initial pitch for a character. It's very sketchy right now.

High Concept: Nephilim Ex-Con

Problem: Damned by Association, Son of my Father, Pawn of Gader'el, Angelic Ire...

Looking for input here. The first one is probably best because it can apply towards both his own past as well as his heritage but I'm open to comments and suggestions. I wouldn't mind having something that was more of an internal conflict rather just external forces or things outside of his control acting on him, but nothing particularly good has occurred to me yet. Also both the Ex-Con and Nephilim part of his High Aspect could really already compel both sides of Damned by Association if we wanted to.

Background: Ran with a Bad Crowd

I haven't detailed this part yet, but it seems right. It leads from his missing father figure to getting into trouble and lays the groundwork for his eventual ex-con status.

Rising Conflict: ?
I haven't figured out an aspect for this one yet, but I'm thinking he was part of a team assembled to steal an artifact from ROM. The job ended in his arrest and conviction.

I think this guy works as an undertaker at a small funeral home. I'm considering having him realize he is able to see and speak to ghosts during the time he spent in the jail.

My other idea was something like Forsaken Changeling Oracle. Probably a waitress/painter if I go that route.
High Concept: Forsaken Sidhe (?) Oracle
Problem: Knows Too Much (maybe she is a little unbalanced and/or a threat to others)


Male Half Orc Cleric 2 Fighter 2
DM Barcas wrote:

I've got my 5 Aspects and most of my character sheet. It isn't final yet, but it's fairly set.

High Concept: Savvy Retired Cop
Problem: Runs Towards Danger
Background: More Guns than Sense <-- May change
Rising Conflict: Seen It All
Story: Connected the Dots

The rationale for Connected the Dots is that he figured out the supernatural world without being formally introduced and is fairly savvy at understanding it. It ties in well with his +5 Investigation skill.

Skills
Superb (+5) Investigation
Great (+4) Guns
Good (+3) Alertness, Endurance, Presence
Fair (+2) Fists, Discipline, Driving, Intimidation
Average (+1) Empathy, Survival, Conviction, Lore

Stunts
(-1) Quick Eye
(-1) Scene of the Crime
(-1) Footwork
(-1) Interrogator
(-1) No Pain, No Gain

This all looks good.

You might consider swapping out a couple of skills to put in Resources and Contacts. Starting with Mediocre Resources will make it tough if you lose something like some guns or a car and have to replace it (you still get to start with the normal tools of your trade and your proposed aspect for Guns also helps but you'll be hard pressed to replace even a hunting rifle should you lose it much less something military).

You might also consider swapping the levels of Conviction and Discipline. Conviction is the normal defense to mental attacks (or in Fate terms 'Mental Stress'). Discipline is more used against magical spells as a special defense (also important to spell casters that do evocation type of magic).

You are a pure mortal; so, Your Refresh total would be 9-5 Stunts +2 Mortal = 6 Fate Points to start.

Physical Stress with Endurance Good is 4 boxes
Mental Stress wtih Conviciton Average is 3 boxes
Social Stress with Prescence Good is 4 boxes


Male Half Orc Cleric 2 Fighter 2
DM Barcas wrote:

You'd have to roll one of several ways. 4d6 (in which you have to manually look them up, the same problem with method #2.) or 1d6 4 times, which is just messy. 4d3-8 is a single dice function that has the exact same range and variance of the special dice without having to look at the particular numbers and figure out what they mean.

4d6 preview, check, figure for +1 -1 +0 +0 = +0
or
1d6/1d6/1d6/1d6 preview, check, figure for +0 -1 -1 -1 = -3
or
4d3-8 = +3 by just looking at the value.

I've thought on this a bit already.

4d3-8 is the closest to the Fate/Fudge dice roll mechanic and generates numbers -4 to +4 with the intended probability curve.

When things are less 'on the line' and people want to minimize the random quality a bit then I'll allow

2d3-4 as a rolling method that generate -2 to +2 for results.

The second method is used when a person is doing more general stuff and wants to avoid risking a major failure. The balance for that is they can't get a major success.

I'll mention this a bit more as we get in the game.

Ithuriel, A d3-2 is the mathematical expression for a d6 read 1,2 -1; 3,4 read 0; and 5,6 read +1. It is just easier to use with the dice roller on the site then having to pick the terms out and total it yourself.

Grand Lodge

Okay- maybe my first question should have been which of those two concepts would you guys rather see as part of the group.

One would be probably quite tough, criminal background, possibly with some ability as a medium and perhaps eventually able to throw around some hellfire or something like that.

The other would be more fragile with winter court contacts and some fae ritual magic. I might still make her a medium.

I'm thinking now that between songdragon and valegrim we have plenty of "muscle" as a group and maybe the oracle fills a better niche in the group dynamic.


Male Humanoid Lurker 1/ Nerd 1

Both of them seem like cool characters, but the oracle seems like she does more unique things. After all, the various spellcasters in the group could speak with the dead or set things on fire. They can't see the future or use Unseelie magic.

EDIT: On an unrelated note,

Smerg wrote:
Conviction is the normal defense to mental attacks (or in Fate terms 'Mental Stress'). Discipline is more used against magical spells as a special defense (also important to spell casters that do evocation type of magic).

Actually, Discipline is the default mental defense for any mental attack. (Most mental attacks are magical, but what can you do?) Conviction can be used for some mental or social attacks and it increases how much mental damage you can take, but I wouldn't call it the default defense for mental attacks.


Male Half Orc Cleric 2 Fighter 2
ithuriel wrote:

Okay- maybe my first question should have been which of those two concepts would you guys rather see as part of the group.

One would be probably quite tough, criminal background, possibly with some ability as a medium and perhaps eventually able to throw around some hellfire or something like that.

The other would be more fragile with winter court contacts and some fae ritual magic. I might still make her a medium.

I'm thinking now that between songdragon and valegrim we have plenty of "muscle" as a group and maybe the oracle fills a better niche in the group dynamic.

Sorry, didn't have time to comment on this before I needed to get ready for church this morning.

Yup, songdragon and valegrim have muscle in the group. Then again, it looks like each will attract a few troubles to fill in the opposition so there should be plenty of targets to play whack a troll with.

The oracle will support a different niche.

Before I commented on it, I took time to look up in the rule book on how predictions were handled; so, I could properly advise you.

Oracles work by placing Aspects on elements within the game. The Aspect then works as a Tag or a Compel players or NPCs towards the fulfillment of the Oracle. The rules say it is the same system used for Divine Prayers. You predict a vengeance of fire (or the GM tells you that you see a great fire) and then people can use that element to help get a temporary bonus if they set someone on fire.

The Nephilm is probably a bit easier to build but both ideas will fit in well and have 'story' value.


Male Half Orc Cleric 2 Fighter 2
Davi The Eccentric wrote:

Both of them seem like cool characters, but the oracle seems like she does more unique things. After all, the various spellcasters in the group could speak with the dead or set things on fire. They can't see the future or use Unseelie magic.

EDIT: On an unrelated note,

Smerg wrote:
Conviction is the normal defense to mental attacks (or in Fate terms 'Mental Stress'). Discipline is more used against magical spells as a special defense (also important to spell casters that do evocation type of magic).
Actually, Discipline is the default mental defense for any mental attack. (Most mental attacks are magical, but what can you do?) Conviction can be used for some mental or social attacks and it increases how much mental damage you can take, but I wouldn't call it the default defense for mental attacks.

Conviction is used for things like torture, psychological pressure, fear and the other 'usual things' of life.

Discipline is for psychic powers and magical powers.

We're both understanding the division.

I just think that a mortal cop might find Conviction more useful based on the general things he will often encounter. If Barcas sees his cop as hunting the fantastic as more his thing then Discipline can be useful.


Male Humanoid Lurker 1/ Nerd 1

Let me just apologize to all the other players right now for this argument. I'm spoiling my next part of this argument about the exact uses of Discipline and Conviction, because no one really wants to read that.

Spoiler:
Smerg wrote:


Conviction is used for things like torture, psychological pressure, fear and the other 'usual things' of life.

Discipline is for psychic powers and magical powers.

No, it's the default defense for all mental attacks, including mundane ones. It says so in the skill description.

Dresden Files RPG, Book 1, Page 128 wrote:
Discipline is the default skill for defense whenever something tries to deal mental stress to you or tries to mentally or psychologically assault you. At minimum, roll Discipline against certain Intimidation attacks, as well as against invasive mind magic.

Torture is a mental attack and thus would be defended against with Discipline. You probably could use Conviction to defend against most non-supernatural mental attacks, but that's because most non-supernatural mental attacks would be trying to erode your faith in something.

Why do I care this much about this? Oh, yeah, because I'm a pedantic idiot and I'd rather argue about this sort of thing now than when it might actually be important.


Male Efreeti, advanced manthing 45HD

Actually, I am finding it and interesting dialogue.

Davi The Eccentric wrote:

Let me just apologize to all the other players right now for this argument. I'm spoiling my next part of this argument about the exact uses of Discipline and Conviction, because no one really wants to read that.

** spoiler omitted **

Why do I care this much about this? Oh, yeah, because I'm a pedantic idiot and I'd rather argue about this sort of thing now than when it might actually be important.


Male Efreeti, advanced manthing 45HD

how is this for a first draft?
Warrior Code:
Show No Fear : thus dont get punked or intimidated; thus cant refuse a challenge to duel or anything that would imply character less than a couragous heart. Dont let Rash challenges distract from the quest or goal; thus learn when a challenge is a foil or a true test of heart.

Spartan Focus : Avoid any lifestyle that ties a person down or encumbers him from being ready and able to go into action with a clear conscious. Thus accumulation of wealth, lust, drink, sloth are distractions to avoid as over time they entangle.

Pure Heart: Work hard in menial labor for that is the fruits of strong hands to build the foundation of society; no task is ignoble if it serves society as a whole. Avoid tasks in service of questionable loyalies.

Sheltering Arm: The Strong often must use goods, property and services
of society in the course of the good fight without asking; thus in return the warrior must give service to the weak by protecting them from threats out of their league be it making a bully back off, a gang prowl elsewhere or fight a monster in a back alleyway for little or no compensation to maintain a karmic balance.

Honorable Word: Only the weak break their word of honor and dance with language. Dont mince words; speak simply and with purpose, mean what you say and back it up.

Honor thy Ancestors: No man births himself; be true to your blood and honor the ancestors from which your strength and bearing come. One honors their ancestors when one honors any aged warrior in the struggle of life against time. Heroic deeds; not ignoble ones, give you the company of heroes in the afterlife when you become an honored ancestor.

Lead, Follow, or Get out of the Way: Avoid endless debate; better to act and trust fate than quibble or deseminate. Warrior as men of action; restless in peace with an eye for the next encounter. Obey when following; expect to be obeyed when leading, all else is chaos.


Male Efreeti, advanced manthing 45HD

I am thinking my character wouldnt be overly bright; probably would have trouble passing high school and would score low on ACT exams; but would do good in trades school. I am thinking he has pretty good intuition for a gut feel on people; places, shops; dont know why he does or doesnt like things; just has a gut feeling that place or person ok or just aint right.


Male Humanoid Lurker 1/ Nerd 1
Valegrim wrote:

how is this for a first draft?

It's good. Does everything an aspect should (Specifically, it helps some of the time and makes things complicated some of the time.)

For your other post, you probably could take something like Works With His Hands, Not His Brains as one of your aspects.

So, I think this is what you're character's like so far.

High Concept: Wandering Demigod
Problem: (Your Warrior's Code could be this. After all, life would be so much easier if you didn't care about your honor.)
Background: (Something about your years wandering doing odd jobs would go here.)
Rising Action: (Either your Warrior's Code or something about your divine heritage would go best here.)

If you don't want the Code as a Problem or in Rising Action, you could put it in as the aspect from your Story or one of your aspects from guest starring in other people's stories.

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