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BURNED CIRCLE - City/Character Creation Thread (DFRPG)
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<blockquote data-quote="ThirdWizard" data-source="post: 5919734" data-attributes="member: 12037"><p>[MENTION=4936]Shayuri[/MENTION]</p><p>I think you left out Marked By Power from the list, but you did account for it in your calculations. Also, with a Catch, you'll regain some Refresh. I have a few thoughts on your Catch, with a few different ways you can go.</p><p></p><p>The first way is that you only have protection against the undead. Your calling is specific, and the powers you were given were only for that purpose. With this option, any damage from a ghost, zombie, Black Court vampire, or so forth, regardless of <em>how</em> the damage is dealt would utilize your Recover power (and Toughness when and if you get it in the future). </p><p></p><p>A Black Court vampire, for example, thus could never satisfy the Catch regardless of if it used claws, guns, magic, etc. To get by it, they would have to employ a human or use some other completely indirect means of harming you. This would be worth +5 because of the very specific nature of it. It can't reduce more than +1 for now, but with extra Refresh gained from milestones over time, you could make use of the full +5.</p><p></p><p>The second way is to pick something that specifically bypasses the Catch. My idea here is that it could be something that wasn't as common back when the rites were created for your order. Iron could be an option, much like faeries. Another option is True Magic, since historically speaking the common use of magic by mortals is much more than it was. </p><p></p><p>Anything along these lines would be thematic while still giving you protection from most undead (albeit unless your enemy knows the Catch or utilizes it naturally). This could be either +2 or +3 depending on how easy it is to obtain the Catch. Research would be required to learn of it, since your order isn't exactly well known. </p><p></p><p>How much do you know about ghosts in Dresden? I'd suggest reading <a href="http://dresdenfiles.wikia.com/wiki/Ghost" target="_blank">this wiki page</a> for some background information. The main things to keep in mind are:</p><ul> <li data-xf-list-type="ul">Ghosts mostly exist in the Nevernever</li> <li data-xf-list-type="ul">Ghosts can cross over to the mortal world within limits</li> <li data-xf-list-type="ul">Ghosts are destroyed by sunlight</li> <li data-xf-list-type="ul">Ghosts are an imprint of the deceased's memories</li> <li data-xf-list-type="ul">Ghosts vary a *lot* in power</li> <li data-xf-list-type="ul">Ghosts are not the literal souls of the deceased</li> <li data-xf-list-type="ul">What happens after death to the soul itself is unknown</li> </ul><p></p><p>There are some things that bypass these rules, of course. To really get the meaty juicy bits of ghosts (and there are a lot!), you'd have to read <em>Ghost Story</em>, Book 13, or be willing to be spoilered. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Suffice to say the bullet point list above will handle 99% of cases. If anything ever would break with that, I'll consider your character an expert on the subject and reveal further information based on a Lore roll.</p><p></p><p>On Worldwalker. It fits. You might have to chase ghosts into the Nevernever, you might need to see what's on the other side occasionally as well. I would warn that it is dangerous. If you don't know for certain or have reson to believe you know what's on the other side (and you can roll a skill for this) then it could get you killed. I just want to add that disclaimer so you aren't surprised when you're killed by a pack of eight foot tall preying mantises with human heads or something after crossing over later. Just... be careful.</p><p></p><p>I'd like to add that you picked a very thematic set of supernatural powers. Very nice.</p><p></p><p>As for skills, you probably don't want to invest too heavily into a variety of offensive skills. It's fine to get Good Guns and Average Fists or something like that, but your character would benefit from things like Investigation, Contacts, and Presence as well. Try to stay well rounded.</p><p></p><p>[MENTION=478]Thanee[/MENTION]</p><p>I think I can tell from your chart, but to make sure: Claws, Inhuman Strength, and Inhuman Speed turn off in Human Form, only working during in Beast form. The other powers: Inhuman Recovery, Supernatural Toughness, and Cloak of Shadows all work in Human or Beast form.</p><p></p><p>Again, thematic!</p><p></p><p>Echoes of the Beast has a beast trapping or +1 in a special circumstance to an existing trapping. Any idea what you want that to be?</p><p></p><p>This next part assumes that your Supernatural Toughness is active in Human Form. If not, disregard.</p><p></p><p>Your character hits one of the rules aspects I've been wracking my brain over. In human form, you have Average Endurance (three physical stress boxes), but when you change into beast form, you have Good Endurance (four physical stress boxes). Normally simple.</p><p></p><p>But, with Supernatural Toughness, you gain four more boxes on top of that. Which conceptually, means you're "losing" a stress box in the middle, <em>I think</em>. </p><p></p><p>So, if you are in beast form, and your stress looks like this:</p><p>[code]O O O O (O O O O)[/code]</p><p></p><p>And you change, it becomes this:</p><p>[code]O O O [O] (O O O O)[/code]</p><p></p><p>With the beast's fourth "hidden".</p><p></p><p>[MENTION=54988]Dragonwriter[/MENTION]</p><p>It's odd, the Catch of iron in "Our World" is usually +3, so that's what I said before. But reading over it, it really should be +4. I don't know why the book uses +3 for characters, but I'll go with what the rules actually say so you get +4 for your catch. It might not make a difference for now, depending on what you go with, but it could matter in the future.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5919734, member: 12037"] [MENTION=4936]Shayuri[/MENTION] I think you left out Marked By Power from the list, but you did account for it in your calculations. Also, with a Catch, you'll regain some Refresh. I have a few thoughts on your Catch, with a few different ways you can go. The first way is that you only have protection against the undead. Your calling is specific, and the powers you were given were only for that purpose. With this option, any damage from a ghost, zombie, Black Court vampire, or so forth, regardless of [I]how[/I] the damage is dealt would utilize your Recover power (and Toughness when and if you get it in the future). A Black Court vampire, for example, thus could never satisfy the Catch regardless of if it used claws, guns, magic, etc. To get by it, they would have to employ a human or use some other completely indirect means of harming you. This would be worth +5 because of the very specific nature of it. It can't reduce more than +1 for now, but with extra Refresh gained from milestones over time, you could make use of the full +5. The second way is to pick something that specifically bypasses the Catch. My idea here is that it could be something that wasn't as common back when the rites were created for your order. Iron could be an option, much like faeries. Another option is True Magic, since historically speaking the common use of magic by mortals is much more than it was. Anything along these lines would be thematic while still giving you protection from most undead (albeit unless your enemy knows the Catch or utilizes it naturally). This could be either +2 or +3 depending on how easy it is to obtain the Catch. Research would be required to learn of it, since your order isn't exactly well known. How much do you know about ghosts in Dresden? I'd suggest reading [URL="http://dresdenfiles.wikia.com/wiki/Ghost"]this wiki page[/URL] for some background information. The main things to keep in mind are: [LIST] [*]Ghosts mostly exist in the Nevernever [*]Ghosts can cross over to the mortal world within limits [*]Ghosts are destroyed by sunlight [*]Ghosts are an imprint of the deceased's memories [*]Ghosts vary a *lot* in power [*]Ghosts are not the literal souls of the deceased [*]What happens after death to the soul itself is unknown [/LIST] There are some things that bypass these rules, of course. To really get the meaty juicy bits of ghosts (and there are a lot!), you'd have to read [i]Ghost Story[/i], Book 13, or be willing to be spoilered. ;) Suffice to say the bullet point list above will handle 99% of cases. If anything ever would break with that, I'll consider your character an expert on the subject and reveal further information based on a Lore roll. On Worldwalker. It fits. You might have to chase ghosts into the Nevernever, you might need to see what's on the other side occasionally as well. I would warn that it is dangerous. If you don't know for certain or have reson to believe you know what's on the other side (and you can roll a skill for this) then it could get you killed. I just want to add that disclaimer so you aren't surprised when you're killed by a pack of eight foot tall preying mantises with human heads or something after crossing over later. Just... be careful. I'd like to add that you picked a very thematic set of supernatural powers. Very nice. As for skills, you probably don't want to invest too heavily into a variety of offensive skills. It's fine to get Good Guns and Average Fists or something like that, but your character would benefit from things like Investigation, Contacts, and Presence as well. Try to stay well rounded. [MENTION=478]Thanee[/MENTION] I think I can tell from your chart, but to make sure: Claws, Inhuman Strength, and Inhuman Speed turn off in Human Form, only working during in Beast form. The other powers: Inhuman Recovery, Supernatural Toughness, and Cloak of Shadows all work in Human or Beast form. Again, thematic! Echoes of the Beast has a beast trapping or +1 in a special circumstance to an existing trapping. Any idea what you want that to be? This next part assumes that your Supernatural Toughness is active in Human Form. If not, disregard. Your character hits one of the rules aspects I've been wracking my brain over. In human form, you have Average Endurance (three physical stress boxes), but when you change into beast form, you have Good Endurance (four physical stress boxes). Normally simple. But, with Supernatural Toughness, you gain four more boxes on top of that. Which conceptually, means you're "losing" a stress box in the middle, [i]I think[/i]. So, if you are in beast form, and your stress looks like this: [code]O O O O (O O O O)[/code] And you change, it becomes this: [code]O O O [O] (O O O O)[/code] With the beast's fourth "hidden". [MENTION=54988]Dragonwriter[/MENTION] It's odd, the Catch of iron in "Our World" is usually +3, so that's what I said before. But reading over it, it really should be +4. I don't know why the book uses +3 for characters, but I'll go with what the rules actually say so you get +4 for your catch. It might not make a difference for now, depending on what you go with, but it could matter in the future. [/QUOTE]
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