So fudge dice are 6 sided dies, two sides have a -1 on them, two are 0's and two are +1s. Which really makes them a 3 sided die with a -1,0 and +1. To get that with most dice rollers you use a d3-2. Then you have one result of -1,0, and 1 each. So to roll 4 fudge dice its simply 4d3-8.
I prefer invisible castle, there's a nice example of how to do them with invisible caste;
If for some reason you hate invisible castle, or as frequently happens invisible castle dies, you can also use the forum dice roller;
Just type [rollv]4d3-8[/rollv] without the bold for 4 fudge dice and then you'll get
[roll0] Edit: Apparently terrible things happen to your rolls if you preview post using the forums dice roller.
Locations
Spoiler
Location: Weatherby's
Description: A tavern for the supernatural community. Though not officially neutral ground, enough power houses tend to pass through that the place gets left alone by the meaner side of the magical world.
Idea: A place for supernatural folks to socialize.
Aspect: Where The Magic Folks Meet
Face(s): Amanda Weatherby, Sorceress tavern keeper (Aspect: Nice to a fault)
Ol' Sam Bastion, Scion Bouncer (heritage unknown) (Aspect: Sleeping Giant)
Location: Kleinman and Swann, Attorneys at Law
Description: A law firm near Times Square which often handles both mundane and supernatural cases, currently on retainer to a dragon to keep an eye on his NYC holdings.
Idea: A law firm for both the natural and supernatural
Aspect: Fluent In Legalese, Mortal or Fae
Face: Anthony Klienman, Mortal Lawyer (Aspect: Understands the Accords)
Also a location:
Name: Initiative labs
Description: A major pharmaceutical research lab. Invents and produces a significant number of new medicines. The head of it is clued in (to an unknown degree).
The idea: Researching the Supernatural
The aspect: Knowledge is Power
The face: Jim Walker Concept: Clued In Researcher
Location: The Jekyll and Hyde Diner
Description: A tourist trap restaurant run by vanilla mortals, with a macabre theme.
Idea: Quiet, out of the way meeting spot.
Aspect: Your Costume Needs Work.
Face: Ryan Cassell, Vanilla Bartender (Aspect: Ear to the Ground)
Location: Spring Street Subway Stop
Description: This rather clean subway stop is the lair of the ghouls.
Idea: Monster Lair
Aspect: Never go in alone...
Face: Nergal The Ghoul Patriarch (his aspect: Hungry in More Ways than One)
Location: Lydia's Best Dogs
Description: A Hot Dog Cart just off Times Square, it sells hot dogs during the day and has auctions run out of it by nights. The area one hundred feet around the stand is Accorded Neutral Ground.
Idea: Accorded Neutral Ground, Marketplace of the Strange
Aspect: Everything for Sale
Face: Lydia, Changeling Auctioneer who knows everyone in the Square and makes fantastic hot dogs. (her aspect: Fae-Blooded Gossip)
Location: Patchwork Street Art Gallery
Description: A small-time art gallery that offers a bed to any passing creatures of the Nevernever. Secretly owned by a Black Court vampire who poses as Night Watchman.
Idea: The monster's refuge.
Aspect: Thieves Reduce the Catering Bill.
Faces: Wilhelm Strausgart, Night Watchman and Proprietor, Black Court Vampire (Aspect: Art-Loving Blood-Sucker)
Themes
Spoiler
Theme: Quest for Power
Aspect: The City Never Sleeps
Faces: Sorcerer-King,
Themet: The Streets Are Paved In Broken Dreams
Aspect: Give into despair
Faces: Ronald Skavis
Threat: One More Missing Person is Just a Statistic
Aspect: No one notices, No one cares
Faces: Nergal The Ghoul Patriarch
Aspect compalation: Please note all the aspects and comples were written by the respective player.
Spoiler
Player: Eldest
Character: Allie
High Concept: Cherokee Shifter
Trouble: Visions
Aspect: Raised From The Earth [compel]: Family member shows up needing stuff, not good in high society, any time she needs to seem refined
Aspect: The poor, poor dear. [compel]: has difficulty standing down when a fellow "special" person, and especially a child, is getting snubbed.
Aspect: The Circle Must Be Complete [Compel]: The Circle show up and starts complicating stuff, somebody knows about her circle days and assumes the wrong thing
Aspect: Go For The Throat [Compel]: Don't fight unless there is no other option. Could (maybe) be a compel to do too much damage to somebody we need functional...
Aspect With A Little Help From My Friends [Compel]: Will help a friend, no matter what.
Player: Rizhail
Character: James
High-Concept: Low-Profile Wizard
Trouble: If I don't help who will?
Aspect: Say that to my face Compels: ...which also means he's more easily set off by insults, insinuations, threats, and the like. In situations where tensions are high yet discretion or tact are called for, James is likely to explode on someone anyway.
Aspect: Keep You head Down and Your Eyes Open compels: Seeing potential ambushes or bad situations where there are none, not trusting outside sources of help ('we can't go to the cops, our enemies will be watching for that')
Aspect: Go Big or Go Home Compels: Rushing headlong into unknown situations (not so much into known danger; he's somewhat reckless, not stupid), putting too much power into a spell 'just to make sure the bugger stays down'.
Aspect: Good Friends with Jane Goodway Compels: Taking reckless action should she be in danger, being easily influenced to go along with any plans she has
Aspect: Look, THEN Shoot Compels: Hesitating to take action when threats aren't clear/immediately obvious
Player: Aneurin
High Concept: Half-Sidhe Changeling Knight
Trouble: Come home to mama...
Aspect: Mirror, Mirror On The Wall, Who’s the Faeriest Of Them All? Compel Penalties to blending in with a crowd/Become centre of attention whether helpful or not/Inspire jealously/Inhuman looks (Violet eyes, perfect features, hair doesn't move or look like human hair).
Aspect: It’s Like Living In A Faerie Tale Compel Can’t make an unequal trade/Can’t lie/Can’t speak plainly, especially in the presence of iron. Paranoia/compulsive behaviour such as touching things to make sure they’re real.
Aspect: Put The Toad Down And Step Away From The Broom Stick [Compel] Can’t stand idly by and watch someone strong threaten/hurt someone/thing weaker, and won’t wait around to come up with a plan.
Aspect: At the Opportune Moment. Compel: Always able to find trouble, wanted or otherwise.
Aspect: Secret Identity Compels: Secret to keep.
Player: industrius
Name: Eddie
Aspect: I am (was) the Law Compels: Still using standard police procedures when better; refusing to break a law on principle, despite being dead.
Aspect: Sucker for a Pretty Face Compels: Being forced to help women, believe their stories at face value. Chivalrous streak.
Aspect: Among the Forgotten Masses Compels: Problems interacting with high society, Resources checks involving only money vs. favors, etc.
Aspect: Rough and Tumble Compel: Starting a fight when more subtlety is called for. Diplomacy.
Aspect: One World is Enough Compel: Encounters with the supernatural, getting involved with warlocks et al.
[More important things will get added as the game goes on...]
Anyway chosen people post your character sheets then we can start running through city creation.
__________________
My deaths to wolves (or other evil night killers)
Spoiler
Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III
Beast Change (-1)
Echos of the Beast (smell) (-1)
Inhuman Speed (-2)
Human Form (+1) (everything under this is unavailable while in human form)
Inhuman Strength (-2)
Claws (-1)
Pact Instinct (-1)
Stunts
Spoiler
No stunts
Aspects
Spoiler
High Concept: Cherokee Shifter Trouble: Visions Background: Allie was born on the Cherokee tribal lands, and grew up the middle child of five in a dirt poor family. She had nothing and was overjoyed in spite of it, loving life in a way only children can. She lived that way until she was twelve. Aspect: Raised From The Earth
[Invoke]: improvise with cheap stuff, wilderness, deal with poor people, brawling
[compel]: Family member shows up needing stuff, not good in high society, any time she needs to seem refined Rising Conflict: When she turned twelve, Allie first shifted. She was overwhelmed by the ideas of what she could do, and what to do with it. She eventually decided to tell her older brother, Thomas, after much deliberation. She told him, and he didn't believe her. Instead, he thought she was slightly off her rocker, and told their parents. She had to live with being the "special child" of the area for the next five years, until she ran away at seventeen. However, she always tries to look on the bright side: she got lots of practice at lying, self-control and sneaking while she was a wolf. Aspect: The poor, poor dear.
[Invoke]: Lying, sneaking, self-control
[compel]: has difficulty standing down when a fellow "special" person, and especially a child, is getting snubbed. The Story: After Allie ran away, she spend a year wandering the countryside until she fell in with a bad lot. A group of minor magical talents, misfits all, but with a grudge for the world that mistreated them. She didn't share their grudge, despite several attempts to win her over, and the only reason she stayed was because here she felt like she fit in. However, the leader of the band, the self titled Sorcerer-King (he never shared his real name, and never responded to anything other than his title or Sire), argued that she couldn't be allowed to remain on the fence as she way. He lead the group in a ritual, meant to change her mind, but instead it just caused damage. The "special child" of her family now really did have a problem, although it only showed up occasionally. She ran to New York City, to get away from her pursuers, both real and phantasmal. She needed help. Luckily... Aspect: The Circle Must Be Complete
[Invoke]: Knows her way around "gray" magic ideas, cults, strays
[Compel]: The Circle show up and starts complicating stuff, somebody knows about her circle days and assumes the wrong thing
Phase 4: It came to a head when two White Courts thought they could get away with killing her, and get more prestige that way. They made the mistake of hiring ghouls (because doing things themselves would be unbelievably direct) and expecting a clean hit. The ghouls grabbed a woman first, her screams lead Allisha down a alley and right into the ghoul's feast. After a rough-and-tumble, Allie got the brutes to tell who hired them, told the person who was going to be a victim, somebody named Cassie, as well as a acquaintance she knew that was good in a brawl, and went out to find the troublemakers... Aspect: Go For The Throat
[Invoke]: Fighting, pulling off a decisive move.
[Compel]: Don't fight unless there is no other option. Could (maybe) be a compel to do too much damage to somebody we need functional...
Phase 5: Allie wandered the streets in one of her rare dazes. Her visions - she couldn't quite bring herself to admit that she was hallucinating - were bad, and lately they'd been getting worse. Then she stopped in the middle of the sidewalk, ignoring people's curses as they shoved past her. She had just seen a man who blazed fire and light cross her path and disappear down an alley, followed shortly by something that was made of darkness but wore a man's skin. She slipped into the alley behind both of them, shifted, and caught up just in time to take down the skin-wearer before it could hurt the man. She wasn't sure what either of them were, but she was pretty sure the man was good and the... thing... was bad. She took the thing at the throat, danced away, and stopped in amazement as the man drew off some of the light he emitted and formed it into fire, which he threw at the dark being. After shifting back and recovering her cloths, Jane caught up and filled her in on who James was. She explained her situation to them a few days later, when they swung by to check on her. It was good to have friends again. Aspect With A Little Help From My Friends
[Invoke]: For a friend to show up in the nick of time, doing something somebody else is better at (aka she learned it from them), helping her friends.
[Compel]: Will help a friend, no matter what.
Reposted. Again.
I'm just going to use the forum roller, so I don't embarrass myself trying to figure out the other system.
Name: James A. Davis (Jimmy to his friends) High Concept: Low-Profile Wizard Trouble: If I Don't Help, Who Will?
Phase One: Background:
Spoiler
James Davis was the second child of a lower-middle class, devoutly Methodist family from rural Alabama. He was a normal kid during his childhood and most of his adolescence, spending most of his time hunting, fishing, and getting into the occasional fight at school. James' father was a handyman, and spent what time he could teaching his children the practical skills that kept the family fed and clothed. The only real trouble James ever knew came from the cold reception he and his family occasionally got from their neighbors; his parents were from Virginia, and the tight knit community was somewhat distrustful of the family from out of state.
Things turned sour when James turned 14. Strange things began to happen in his presence; small objects would start to vibrate, sometimes even levitate, and lights and sounds would occasionally distort. These happenings occurred when James' emotions were running high, which was unfortunately common as he was dealing with the usual drama of being a high school freshmen. Rumors started flying that he was possessed, and that his family were secretly satanists. Tensions in the community finally came to a head when James broke a bullying teen's jaw ... from twenty feet away with a visible blast of raw force.
The sheer shock of what had happened gave James time to flee the school and head home, scared and unsure what had just happened. He explained what had happened to his folks, expecting them to freak out, but was surprised when they both went quiet and looked each other in the eye. James' father had merely nodded gravely, and within an hour he was put on a greyhound bus headed to Alexandria, Virginia. His mother had only explained that he was going to stay with her brother Benjamin while things blew over, and that he'd understand why once he reached Virginia.
He'd never learned much about his uncle before then. James' folks had merely sounded ... disappointed on the few occasions Uncle Benjamin had come up in conversation. And when James first saw his uncle standing at the bus station, dressed like an extra from the movie van Helsing and with a copper pentacle pendant proudly gleaming around his neck, he began to understand why...
Phase Aspect: Say that to my face
Spoiler
The rumors and talking behind his back after the emergence of his powers really got to James, and he became more blunt and tempermental because of it. Even after he had left the increasingly caustic environment behind, the attitude remained.
Potential Invokes: Social and mental checks related to standing up to big, mean things (or small yappy things, as the case may be). James doesn't take crap from folks anymore, whether they be high school bullies or ravenous ghouls...
Potential Compels: ...which also means he's more easily set off by insults, insinuations, threats, and the like. In situations where tensions are high yet discretion or tact are called for, James is likely to explode on someone anyway.
Phase 2:Rising Conflict (or less conflict, more coming into his own in this case)
Spoiler
James' uncle lived in an old manor house in a fruit grove outside Alexandria. The first night there, Benjamin sat James down in the study, lit a number of candles with a gesture and a word, and set about explaining just what was going on to the confused lad. Benjamin was a wizard of the White Council, and a bit of a black sheep to his family. Most of his relatives considered him crazy, but his sister had seen him come into his magic and remembered well the issues Benjamin had until the council had found him and sent him to a master for training. Much as James' mother had been dismayed at him showing signs of magical power, she'd felt it better that he have a teacher rather than stumble through it on his own, and so she'd sent him to his uncle.
Benjamin began his nephew's training in earnest as soon as James had settled in. The elder wizard took a few months to focus on cramming as much knowledge of the supernatural world in his nephew's head as possible, along with the fundamentals of controlling magic. Once James had shown enough growth in his magic, the full wizard training began.
Though he had a preference for spirit magic, James discovered an affinity for fire and water based evocation as well. His time spent working with his father back home gave the lad an appreciation for conjuring and crafting, and he spent much of his time focusing on those fields. All the while, he learned enough general magical theory to become a respectably powerful young wizard, save for one thing: Benjamin never introduced James to the White Council.
The continuing events of the war with the Red Court had convinced the older wizard that the White council couldn't adequately police or protect its own members, nor could it watch over the less powerful members of the supernatural community. In an effort to protect his nephew, Benjamin convinced James to hide behind the guise of a mere kinetomancer, keeping his broader skillset hidden to reduce his potential as a target. While the younger wizard followed his uncle's advice, his troubles back home still fresh in his mind even a few years later, he never truly felt comfortable staying on the sidelines.
Fate seemed to agree with him.
As the lad's 20th birthday approached, Benjamin declared James' apprenticeship complete. The pair went into D.C. for drinks to celebrate, but as they neared the local hangout for the supernatural community they stumbled across a trio of ghouls dragging a couple into an alley. The wizards nearly missed it, only picking up the movement from the corners of their eyes as the ghouls quickly struck and faded into darkness, victims in hand. Benjamin reacted immediately, chasing after monsters with James following his uncle's lead.
The fight was short and brutal. Against two full fledged wizards, the ghouls never stood a chance. Once the dazed couple, both normal folks, were safe and in contact with the police, the wizards vanished into the night. Benjamin was merely concerned about such a brazen act occurring in the streets of the capital, but James was shocked; these are the things we're supposed to deal with? was the thought that haunted his mind for a while after.
James moved out a few weeks later. Growing restless after living on his uncle's isolated home for a half dozen years, he decided to dive head first into the supernatural community at large. The young wizard headed north, deciding that if any city was going to have a bustling community of magical folks, it would be New York. And if life in the city proved dangerous, it wouldn't be too hard to disappear into the crowd for safety...
Aspect: Keep You head Down and Your Eyes Open
Spoiler
One of the most important lessons James learned from Benjamin was to keep a low profile and keep an eye out for trouble. A proper wizard is at least somewhat paranoid.
Potential invokes: When looking for ambushes, when trying to remain unseen (both in the physical sense and the social sense), etc.
Potential compels: Seeing potential ambushes or bad situations where there are none, not trusting outside sources of help ('we can't go to the cops, our enemies will be watching for that')
Phase 3:Blood Hunt
Spoiler
James found himself an apartment in the city, and set about getting involved in the local supernatural community. Benjamin had been kind enough to pass on to his nephew a number of his investments, providing James a bit of money and resources to use while settling in to his new home.
The first few months went by well enough. James was able to meet some of the locals and make a few contacts while setting up an arcane crafting lab in the backroom of his apartment. But he soon started noticing things, mostly odd shapes out of the corner of his eye or the chilling feeling of something watching him. Local practitioners began disappearing, and rumors were flying as who or what was responsible Worried about what might be lurking in the dark, James began to keep his defensive items with him at all times.
His paranoia paid off: a pair of Red Court vamps tried to jump him from an alley as as he walked home from the local neutral ground one night. It was only due to his paranoia that he hadn't had much to drink, and was able to react just fast enough to avoid getting nabbed. One vampire met its end when James crushed it nearly flat with a blast of raw force; its partner bugged out and ran, putting up its flesh mask and weaving in and out of crowds to escape the now vengeful kinetomancer. Unwilling to risk hitting the vamp with magic amongst innocent folks on the street, James was eventually outrun.
Every few days since, James has had to either fight off or avoid ambushes by Red Court vamps, their thugs, or ghouls. He's got the horrible feeling that he's only become a target because of the vampire who escaped; as far as he could reason, if the Red Court didn't see him as a potential threat, they wouldn't likely continue to come after him. Now he has to deal with the threat, but he doesn't have a clue where to start looking.
In a city he barely knows, with a vicious enemy now wearing him down, can he survive long enough to bring down this threat to himself and the other practitioners of New York?
Phase Aspect: Go Big or Go Home
Spoiler
Ever since he let the red court vampire escape, James has been kicking himself for not stopping the monster before it got out into the crowds. Hesitation is potentially lethal now, but he's overcompensated and is now a bit reckless. He tends to be better at throwing power around when needed, but isn't as capable of holding back as he needs to be.
Potential Invokes: To help control high power spells at dramatic moments (e.g. when outnumbered, when time is of the essence, etc.), to boost spur of the moment actions
Potential Compels: Rushing headlong into unknown situations (not so much into known danger; he's somewhat reckless, not stupid), putting too much power into a spell 'just to make sure the bugger stays down'.
Character Crunch
Spoiler
Aspect Summary
Spoiler
High Concept: Low-Profile Wizard
Trouble: If I Don't Help, Who Will?
Other Aspects:
Say That to My Face
Keep Your Head Down and Your Eyes Open
Go Big or Go Home
Skills
Spoiler
Superb (+5):
Conviction
Discipline
Great (+4):
Alertness
Lore
Good (+3):
Endurance
Resource
Fair (+2):
Craftsmanship
Empathy
Rapport
Average (+1):
Athletics
Guns
Presence
Scholarship
Stealth
Powers
Spoiler
Evocation [-3]
Elements: Fire, Spirit, Water
Specialization: Spirit (control +1, power +1 via refinement)
Thaumaturgy [-3]
Specialization: Crafting (frequency +1, strength +1 via refinement)
The Sight [-1]
Soulgaze [-0 due to The Sight]
Wizard's Constitution [-0]
Refinement [-2] (-1 for two more specialization bonuses, -1 for two more focus item slots)
Focus Items
Evocation:
Jimmy's Gloves: A pair of fingerless leather gloves, heavily threaded with copper and silver in a number of odd patterns designed to enhance Jimmy's spirit magic. As his fine control of his powers is excellent, the gloves are designed to allow him to channel more power safely in both offensive and defensive spells.
Left Glove: +1 to Spirit defensive power
Right Glove: +1 to Spirit offensive power
Thaumaturgy:
Crafting Tools: A set of silver-plated steel tools used in crafting rituals, kept in a beat up leather satchel. The set includes various chisels, files, a pin vice, and any other small hand tools that Jimmy needs for crafting. They allow him to craft more efficiently, granting items that he creates more power.
Crafting tools: Crafting Strength +1
Empty slots: 3 foci (or 2 enchanted per focus slot)
I'll most likely end up using the forum roller for the time being, since I'm familiar enough with it.
And just to see how it goes, random dice roll: (4d3-8)[3][2][2][3](2)
I might still tweak a few things (mostly spellcraft specializations) while I have the chance.
--- Another update, to the odd little blog everyone in town talsk about. Some people just think its ahoax, others, they know better. Even if no one has figured out just who this “BlindMan” is. You click the link, and the video starts…..
The image on the screen goes fuzzy for a minute, as it slowly pixilates into clarity. The moon is high on the sky, as the camera slowly pans over the street, as some misshapen thing steps out from a streetlight. Its arms are too long, and it’s fair to tall to be human, its face a cruel parody of human emotions, as something (Wings? Tentacles?) sprouted madly from behind its back. The film seemed to crack then and the sound of screaming static like the sound of hope dying filled the silence and briefly, very briefly thankfully, images, things made of angles that couldn’t exist and a darkness that wasn’t black swamped the screen. When the footage returned, there was only a wide puddle of blood under the streetlight, and the camera was visibly shaking, a far cry from the professionalism it showed earlier, as the screen suddenly goes black. A message appeared over the screen, a warning.
TOWN OF REASON. AVOID BARTMANS STREET BETWEEN THREE AM AND FOUR. WILL INVESTIGATE FURTHER. :BlindManBlues057 ---
Name: Cassie Troy (a.k.a BlindManBlues057) High Concept: Paranoid Web Blogger Trouble: Curiosity killed the…. You know.
Background: Childs Play Aspect: Eye of Delphi
Cassie’s parents died in a car accident when she was young, leaving her to grow up with her grandfather, an old retired journalist by the name of Phoebus Troy. He had taken pictures in the trenches of both world wars, interviewed presidents, and in the eyes of Cassie, was a living legend. He was fond of her, in a distant kind of way, and let her look through his various scrapbooks, as long as she promised not to touch one, which he kept hidden and away from the rest. Now, as everyone knows, it is the nature of children to be curious, and it was only a matter of time before she found the book.
And it gave her nightmares for months.
He found her looking at pictures of monsters, not cheesy, movie theatre ones, but actual beings, horrible, terrifying, beautiful things. He held her for a while, before finally telling her his secret. That there where monsters in the world, and he knew how to see them. It was because of a lens, a special one that had been passed down in their family for generations. They called it the Eye of Delphi, and when you gazed through it, you did not see the world as you wished, but as it was. He told, almost apologetically, that someday, it would be hers. The wonder and the burden.
That was the day her childhood ended
From then on, she began working on photography with her grandfather, he would teach her how to recognize things without the awful, truthful, madness inducing lens, and the difference between various creatures, and the capabilities of each. He taught her everything he knew, and when the old man finally did pass away… His legacy remained.
Rising Concept: Red Heat Aspect: Stare Into The Abyss and it Stares Back
After he passed away, Cassie put the strange lens out of her mind. She was focused on college work, trying to get a degree in Film making, and had no time to worry about all the things that went bump in the night. She knew, but no one knew she knew, and she hoped that if she ignored it, it would ignore her. That’s not how things worked out though.
While working on a student film, he began to notice strange things about the footage. There was someone in the background, easy to miss, always standing in shadow or out at night. When she got to thinking about it, she began to realize something. She had seen him around her apartment too… Someone was following her. He gave her the creeps… And brought to mind all the lessons her grandfather had taught her. On night, she began to take apart her video camera, rebuilding it with a simple switch, which would allow her to access the Delphi Lens, discreetly, and used it to record a small bit of footage with the man on it.
What she saw terrified her. He seemed to be made out of blood, pure blood, that bubbled and pooled around him, before the area around him warped and changed into various images, hanged man, a rusty red sword, and a tree made out of corpses the most prominent. It was after her, she knew with a cold certainty, and if she did not want to add to that’s body count, she only had one option.
She had to kill it.
The trap was simple, and quickly executed, largely because the vampire underestimated the girl. Smiling and laughing with her friends, she lead the creature out to the edge of town, to an old warehouse. That was where she had decided to make her stand. The vampire had begun chasing her a full street before, toying with its prey, as it fluttered behind her. Open entering the warehouse it paused, perhaps sensing something wrong, but not soon enough. A silver spike, fired from an industrial strength press came flying out of the darkness, before it could respond, nailing it neatly to a metal container, one that had begun to leak an arid liquid. Gasoline. It didn’t even have time to scream in rage as Cassie quietly lit a Molotov Cocktail, and tossed it at the monster as she ran from the room.
The entire warehouse burned to the ground, and she never saw the vampire again, though she did worry about one, small detail.
When the police eventually came... they never found any bodies.
First Adventure: White Noise Aspect: Knowledge is Power
There were things in out there. Horrible, horrible things and no one knew. She started her blog then, anomalously, taking footage of the strange things that walked the streets of the town and giving advice on how to avoid them or deal with them, like her grandfather gave to her. Some people thought it was all a big joke, but before long, some began to pay attention. And not all of them where pleased at having their masks removed.
The White Court was the first.
And so began what became known as the Information War. Cassie, under her BlindMan guise had began a sudden attack on White Court holdings, marking the bars and clubs they owned with frantic warnings, while the White Court, unable to find the woman, began strike at whatever they could, managing to hack and destroy her site three times. They where getting close, and in the end, Cassie didn't want to die. Eventually she offered an ultimatum. She couldn’t last forever, she knew it, but she could do lots more damage before they found her.
They made the deal.
Cassie doesn’t like it, but she and the White Court have developed a kind of uneasy truce. They stop looking for her, she politely ignores them. Someday that old pot is going to boil over though, everyone can feel it.
Lens of Delphi: A unbreakable, crystal lens from ancient times, it reveals the true nature of things. It is Item of Power granting a variant of The Sight, which, unlike normal can be recorded for the lens owner and examined at a later date. (-1)
Stunts: -1
Craft: Jury Rigger (-1)
Refresh: 8
Don't we need to do guest stars still?
__________________ Thought of the Week: There are usually only about ten people in the world you really care about. Maybe your parents, some friends, the person you sleep with, and me.” =I= ONLY A FOOL CLAIMS TO KNOW EVERYTHING BUT FEAR NOTHING =I=
Excellent Avatar by yldenfrei
Template: Changeling
Refresh: 2
High Concept: Half-Sidhe Changeling Knight
Trouble: Come home to mama...
Name: Jane Fianna Muirgheal Aislinn Neala Goodway
Fate: 1
Physical: [] [] [] [] / [] [] [] [] (4 vs. Cold iron)
Social: [] [] []
Mental: [] [] []
Armour: 2 against physical (cold iron negates).
Where did you come from: London
What shaped you: Being partially raised in Faerie
What was your first adventure: Hunting trolls with the Winter Court/Escaping Winter.
Who have you crossed: Mother, a few other Sidhe, various nasties of the Nevernever.
Skills:
Superb – Weapons
Great – Discipline, Deceit
Good – Endurance, Athletics, Rapport
Fair – Presence, Lore, Investigation, Resources
Average – Contacts, Alertness, Survival, Conviction, Empathy
Stunts:
Powers: Supernatural Speed (-4), Glamour (-2), Supernatural Toughness (Cold Iron) (-4), Inhuman Recovery (Cold Iron) (-2) Catch: Cold Iron (+4)
Equipment: Sword(Weapon:2), Laptop, Pens and Notepads, Iron Nails, RAF Greatcoat.
Aspects:
Mirror, Mirror On The Wall, Who’s The Faeriest Of Them All?
It's Like Living In A Faerie Tale
Put The Frog Down And Step Away From The Broom Stick
Phase 1: (Background)
Spoiler
Let me tell you a tale. It is a tale that has had it’s truth forgotten, and a tale that will be laughed off today and tomorrow. Long time past have the stories of the Tuatha Dé Danann been forgot to most. A tale not yet ended, however. If you’d like to hear my story, this is it. Freely given without let or lien.
At the opening of his first gallery exhibition, Fred Goodway began to regret both his subject and choice of model, because that was when she presented her bill. At the start of it all, he had been delighted and entranced by the unearthly beauty of the woman who had asked him to paint her portrait. And, later, the other things she offered during the sittings. When the portrait was completed, he’d asked her to sit as a model for a portrait he hoped to submit to the National Gallery in London, and she was obviously the perfect choice – and she agreed, for a price.
It was on the day his exhibition opened that she presented her bill. She wanted a child. His and hers, one that would be the next Winter Knight. A mortal bound to her by birth- and bloodright, whose life was hers to interfere with and bind to her service.
When the child was born, though, Aine decided to leave the child with her artist consort until she was of an age where she would be useful, although she did watch over Jane’s progress carefully as she grew.
Aspect: Mirror, Mirror On The Wall, Who’s the Faeriest Of Them All?
[Invoke] Become the centre of attention/Get bonuses on any roll that could be influenced by appearance.
[Compel] Penalties to blending in with a crowd/Become centre of attention whether helpful or not/Inspire jealously/Inhuman looks (Violet eyes, perfect features, hair doesn't move or look like human hair).
Phase 2: (Rising Conflict)
Spoiler
Having a Sidhe noble as your mother can be, for want of a more appropriate yet child-friendly phrase, interesting. Very interesting. More so when you spend your Christmas holidays with your mother in Arctis Tor, and when you met Queen Mab on your fifth birthday. A world of ice and cruelty and vicious beatings for the least error in your training, or you can bargain your life and soul away for a trifle, this is where you learn deception is not an art form, but a way of life.
Aspect: It’s Like Living In A Faerie Tale
[Invoke] Lie convincingly, bonus on Lore rolls to do with Faerie creatures.
[Compel] Can’t make an unequal trade/Can’t lie/Can’t speak plainly, especially in the presence of iron. Paranoia/compulsive behaviour such as touching things to make sure they’re real.
Phase 3: (The Story) Winter Hunting
Spoiler
When Jane was 16, Aine decided that it was time to begin properly training her as the next Knight, and stole her away to Faerie. For five years Jane lived in a perpetual hell of trickery, half-truths, brutal training and savage beatings as her mother “prepared” her for her future role. At last, though, Jane saw her chance to escape during a hunt of the Wyld Fae, and ran and ran into the depths of the Nevernever, looking for a way back to the mortal world and pursued by all the hobbes of Winter.
Apparently being chased through the spirit world by psychotic faeries offers some sort of epiphanic insight, along the lines of “There is no way this will ever, ever happen to anyone else, not ever”. Whether the offender is a mortal minor talent, or an archangel, Jane promised to stand between them and their victims, so long as someone, anyone would get her out of Faerie.
Seems like someone was listening.
Aspect: Put The Toad Down And Step Away From The Broom Stick
[Invoke] Bonuses against someone/thing threatening someone/thing weaker.
[Compel] Can’t stand idly by and watch someone strong threaten/hurt someone/thing weaker, and won’t wait around to come up with a plan.
Phase 4 (Appearing in Blood Hunt)
There was a vampire in the alley. At first, Jane thought it was just a mugger or some other alley-lurker. With a sigh, she stepped towards him. Got to look out for people and all that. At the first step, the figure whirled around and let out a piercing hiss, bringing her up short. It wasn't human - whatever it was, it had a pot belly, bat-like ears, huge eyes and black rubbery skin. It leapt. Moments later it was wriggling out its last on the floor of the alley, as its head pulled grotesque faces from several feet away.
Jane looked around the alley-way, and sighed. Time to leave in case anyone had heard the fuss. Still, one less monster looking for victims.
Across the street, James entered another alley.
Aspect: At the Opportune Moment.
Invoke: Find important clues/events.
Compel: Always able to find trouble, wanted or otherwise.
Phase 5: (Appearing in White Noise)
"...are you sure I have to wear this? I mean, seriously. A superhero costume?" Cassie ignored her, as Jane raised the issue again for the twelfth time that night. Jane wriggled irritably in the cheap vinyl. "I know I promised to look out for you, and you're paying me well in pizza, but could you at least have bought a decent costume that - ah - fits!" This is accompanied by a particularly strange contortion, as Jane tries to adjust the material at the centre of her back.
"Here's where I saw that thing. Not sure what it was, but it might be worth checking out," Cassie says, handing Jane a note book with a street name written in it, pulling down her Batgirl mask and ushering her firmly towards the window. "See you in an hour,"
As she climbed out the window, Jane reflected that repaying a favour to James's friend Allie shouldn't possibly be this difficult. With a sigh, Batgirl ran into the growing darkness.
Aspect: Secret Identity
Invokes: Diguises.
Compels: Secret to keep.
Extra:
However noble the idea of someone whose life is solely dedicated to the protection of humanity, it is ultimately flawed. How flawed? Well, have you ever tried to rent a flat or hotel room when you don’t have any money? Yeah. That flawed. So how do you protect humanity and earn a living whilst still having time and an excuse to travel and be nosey about supernatural occurrences? Easy: start writing faerie stories.
The money’s not good, the hours are bad, and travelling half-way across the world to hear “Jesus appeared on my toast this morning” isn’t exactly going to support a glamorous jet-setting lifestyle, but every once in a while when you meet a Wizard, a dragon, a Knight of the Cross or even the granddaughter of a Scottish witch and it’s worth it for their stories, and it’s even more worth it to rescue an Albanian village from the minor talent that holds them in thrall.
Mind you, that was a pretty good picture of Jesus on the toast. Shame about the selotape.
Why am I here?
With the whole world going to hell in a handbasket, it's about time someone did something, and it is a noble and good thing to go and rescue a major city like New York.
...yeah, okay. I was in South America when the Red Court were wiped out, and the planes only just started running again. New York was about the only place I could afford to get to at the time, and when I got here everything was such a mess I couldn't really do anything but stick around.
Unpublished interview recorded for Midwestern Arcane on the release of The Tales of the Tuatha by Jane Goodway.
Spoiler
SR: So, who are you and what do you do?
JG: I’m Jane Goodway, I hunt monsters, and write down local legends.
SR: I can see you’re taking this very seriously. Alright, where are you from?
JG: I was born in London. I lived there with my dad until I was sixteen. After that, I went to live in Faerie with my mother.
SR: ...Right. If that’s how you want the interview to go, then I can play this game, too. Who’s your mother, then?
JG: She is... well, was... one of the Tuatha dé Danann. She was once considered a goddess, along with my Aunt Fennel. Her name is Aine, and she’s probably one of the oldest Fae, older even than the Seelie and Unseelie Courts.
SR: The... what?
JG: [Smiles briefly] Tuatha dé Danann. They lived in Ireland before the humans, led by Milesius, arrived there. Long, long before St. Patrick defeated the Druids and drove the Fae from the mortal world at the battle of Tara.
SR: This is all in your new book?
JG: [Smiling again] The Battle of Tara is in there, yes, and a little on the Faerie Courts.
SR: Does that make you a demi-goddess?
JG: Probably not. Half-Sidhe, certainly. Half-goddess, I rather doubt.
[Missing section of transcript]
SR: You said you’re a monster hunter, right? How does that work?
JG: Exactly how it sounds. I go out, I find the monsters, I stop them being monsters.
SR: Do you have any advice on hunting monsters?
JG: Don’t. It hurts like hell. Some of them are nasty.
SR: Ever fought a dragon? [Laughs]
JG: [Smiles ruefully] I ran away from one once. Seriously, it’s like fighting a giant flamethrower.
SR: How do you find the monsters?
JG: Well, I go out looking for stories. The stories tend to lead me to monsters. Particularly the old stories of roads not to travel after dark, and the ones that warn against strangers.
SR: Why did you decide you wanted to hunt monsters?
JG: ‘Want’ isn’t exactly the word. Growing up in a Faerie Court wasn’t exactly fun, you know? In fact it was horrible, and has filled me with mental scars, and a few physical ones, too. With all that behind me, when I got into the world again, and looked around, and saw it happening all over again to so many different people, well, I just looked back on what had happened to me. I thought about how much I wished someone had come along, been there, saved me from the monsters. So, well, that’s what I decided to do. No-one stopped the bad things for me, but maybe I can stop them for someone else. You know?
SR: [Sounding worried] Well, that... makes sense.
JG: [Smiles] Don’t worry about it, think of me as the crazy writing lady.
SR: Uh-huh. Well, to get the interview back on more normal lines; could you tell us anything about your new book, The Tales of the Tuatha?
JG: Of course. It’s a compilation of stories, myths, legends and folk tales, most of which originate in Ireland, although there are a number of matching tales from Wales and Scotland. In it, I explored, or, at least, I hope I explored [smiles], the cultural backgrounds of the tales, and something of the real histories of the characters in them, such as Cuchullain, Milesius, St. Patrick, Aillin, Nera and Medb.
SR: How did you uncover these stories?
JG: An unhealthy amount of time in the Bodleian, various university libraries, and of course walking aimlessly around Ireland asking people if they know any. It’s surprising how much people still remember of the old stories, even if they are very changed. It’s enough to give a footing for further research, at least.
SR: I understand you’re about to begin work on your next book. Would you mind telling us what it will be about?
JG: I’m actually working on two. I had enough extra material from my work on the Tuatha dé Danann that I thought I’d write a second volume on them, particularly focusing on the time before the humans came, when the Tuatha and Formoirians were at war. The other book is the one I think you’re referring to, which will be a compilation of South American myths, particularly those around the old Mayan and Inca ruins. Apparently there are lots of blood-sucking monsters down there, which sound interesting.
SR: Going off to slay them? [Laughs]
JG: It’s what I do best. [Laughs and mimes tipping a hat]
SR: What will you do after that?
JG: It’s a little early to say, as I plan to be in the South Americas for a good few months, but I’ll probably hole up somewhere convenient for a few months, get everything written up and sent to my publishers, and wait for my post to catch up with me. Then maybe collect some US myths and legends, and of course Native American ones, too. Actually, I’m only really in Chicago because I heard about this wizard here, but I can’t find him. Only some hack private detective who’s trying to spice up his business by being ‘Paranormal’. Which reminds me, my plane’s leaving soon, so I’m going to have to cut this short. Sorry.
SR: That’s fine. Before you go, would you mind if we took your picture? And your age, for the sake of completeness.
JG: Of course not. And my age? Oh, well, I was born twenty-eight years ago, but the time I spent in Faeries was less than that, so, oh, I don’t know... Twenty-one, twenty-two?
SR: [Sighs] Guess I should have expected that.
JG: [Smiling] You probably should.
[Transcript ends]
[Accompanying picture]
A woman of medium height and slim build smiles, slightly awkwardly at the camera. She’s wearing jeans and a t-shirt under an open navy-blue RAF greatcoat with brass buttons, and her hands stuffed into its pockets. Her brown hair is swept back into a messy pony tail, and she has a rucksack slung over one shoulder, and there’s a pair of leather gloves hanging from the rucksack’s straps. Her blue eyes sparkle.
However, there’s something slightly off about the picture, as if the camera tried to take a picture of two different things, one superimposed over the other.
I figure it may be worth explaining a little about Jane's mother. Aine and her sister, Fennel, are only loosely aligned with the Courts (Aine with Winter, and Fennel with Summer). In fact, they're closer to Genius Loci than anything, and at the heart of their own domains, are quite possibly the match of the Ladies of the Courts, as thousands of years of belief and blood sacrifice of the Knocks is a telling factor. However, as much of their power is bound to Knock Aine and Knock Fennel outside of fifty miles of those places in the mortal world, most of their Faerie powers have diminished to the point of insignificance. In the Nevernever, they are probably amongst the middleweights in the Sidhe. This is why Jane has avoided her mother and aunt's retribution for so long, and also why she is very, very unlikely to ever set foot in the Nevernever if she has a choice.
Jane's Trouble is a trouble because, if Aine ever gets hold of her, she can do pretty much whatever she wants, due to the incredible amount of debt Jane inevitably owes her mother, who has spent Jane's entire life arranging a level of debt and obligation that makes going against her literally unthinkable. Mab being able to force Dresden to drive a letter opener through his hand is nothing compared to what Aine could make Jane do through her debt. Not to mention that Aine not only knows Jane's Name, but gave it to her, or a part of it, at least.
Question: How, exactly, do Faerie Glamours and Veils work? Do I treat them as if they were normal evocations/whatever and call up power, etc and take mental stress for using them? If yes, could I tweak my skills a little to make it plausible to use them? The rules aren't terrifically clear on how they should be handled.
EDIT:
Quote:
If for some reason you hate invisible castle, or as frequently happens invisible castle dies, you can also use the forum dice roller;
Just type [rollv]4d3-8[/rollv] without the bold for 4 fudge dice and then you'll get
[roll0] Edit: Apparently terrible things happen to your rolls if you preview post using the forums dice roller.
Isn't it easier to just rollv Xd6 and say 1-2 is a -, 3-4 is a 0 and 5-6 is a +? Just as a suggestion, otherwise we have to roll each d3-2 seperately... or just roll a d3?
High Concept: (Un)Dead Detective Trouble: Rumors of My Death are Entirely True
Phase One: Background
Spoiler
Edward "Eddie" Orbin was born to a cop family; both his mother and his father worked in the police department. Their busy schedules meant that Eddie spent most of his childhood raised by a hodgepodge of aunts, uncles, and family friends. Young Eddie never held his parent's absence against them; to the contrary, he idolized them, and watched the news every night in hopes of learning what they were up to.
When he was old enough, Eddie eagerly joined the NYPD, working feverishly at the entrance exams and doing his very best to emulate his now-retired parents. Phase Aspect: I am (was) the Law
Spoiler
Possible Invokes: Working with the police or against the police. Understanding the law. Non-lethal combat (police training, etc).
Possible Compels: Still using standard police procedures when better; refusing to break a law on principle, despite being dead.
Phase Two: Rising Conflict
Spoiler
Eddie was a very successful detective. Too successful. A rising star in the NYPD's organized crime division, Eddie was hot on the trail of a case against a highly placed Mob Lieutenant. Unfortunately, one of the people he planned on using as a witness at the trial, a gorgeous former Mob wife, was a double agent; lured to an out-of-the-way warehouse, Eddie was brutally beaten for hours before perfunctorily shot and buried in an old stone quarry. Phase Aspect: Sucker for a Pretty Face
Spoiler
Possible Uses: Rapport with women as Eddie tries to be a gentleman.
Possible Compels: Being forced to help women, believe their stories at face value. Chivalrous streak.
Phase Three: First Adventure
Spoiler
In what had seemed to be only a few minutes in cold and darkness, Eddie found that the gravel he was buried under had come loose; clawing his way free, naked and gasping for air, he managed to reach the surface after nightfall, the cool breeze a welcome relief. He filled with the exhilaration that only comes from survival in the face of certain death, in the knowledge that he was alive.
Unfortunately for Eddie, he was quite mistaken on that account. When he attempted to enter his old apartment, he found himself locked out, and a strange family living there instead. Heading to the precinct office, he found his desk had been cleared, the calender on the wall to read nearly six months after the warehouse...and when he looked at his reflection on a computer monitor, it showed a corpse, battered and bruised, it's face in a rictus grin. In shock, Eddie fled the building, his mind working in several different directions at once. He reached an old tenement house, huddled by an oil drum fire, trying to sort what all this meant.
But when a group of huge, lumbering men attack the home. Eddie tries to defend both himself and the house's fellow inhabitants. But will Eddie succeed when the "men," unknown to our formerly vanilla hero, are actually ghouls, and Eddie's dead flesh is considered quite the delicacy?
Phase Aspect: Among the Forgotten Masses
Spoiler
Possible Invokes: Resources checks to get black market goods, Contacts to talk with the homeless. Stealth checks to hide in the decayed parts of New York
Possible Compels: Problems interacting with high society, Resources checks involving only money vs. favors, etc.
Phase Four: Guest Star in Allie's Story
Spoiler
Eddie considered the woman before him carefully. Taking a long drag off his cigarette (he was dead. Cancer didn't have his number), he lets his eyes glance across her person. The disheveled clothing. The look of desperation. He'd seen it before. When he was a cop, he'd been limited by departmental bureaucracy and an assigned case load. But he wasn't a cop anymore.
He finishes the cigarette, throws it into the night, the butt and embers a small glow in the darkness. He reaches for the baton under his filthy, ratty trenchcoat, extends it with the click of a button. And Voodoo Eddie smiles, missing and rotten teeth and all.
"Of course I'll help you."
Phase Aspect: Rough and Tumble
Spoiler
Invoke: Fighting dirty or brutally. Going undercover in gritty places where violence could break out at any moment.
Compel: Starting a fight when more subtlety is called for. Diplomacy.
Though you have practically no medical experience or ability, you know enough to get by, at least when your patients aren't moving or bleeding or...well, living. You may use your Scholarship skill to declare appropriate
justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility, assuming, of course, that the subject isn't alive. When working on yourself, you gain a +1 on Scholarship for this purpose.
Gun Kata [-1]
Through analysis of thousands of gun fights and battles, a statistically predictable "science" of gunplay can be formulated. By understanding the statistically predictable trajectories of return fire, and by training and dedicated study equivalent to that of a martial artist, you may use Guns instead of Athletics to defend against ranged attacks.
Supernatural Abilities:
Spoiler
Living Dead [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Question: How, exactly, do Faerie Glamours and Veils work? Do I treat them as if they were normal evocations/whatever and call up power, etc and take mental stress for using them? If yes, could I tweak my skills a little to make it plausible to use them? The rules aren't terrifically clear on how they should be handled.
I think it's simpler than spell use. The ability says you just create a veil as an action, then use discipline or deceit as the skill to oppose someone noticing the veil. From reading, it sounds to me like the ability is self contained; no other rolls needed, no mental stress, etc.
Reposted. Again.
I'm just going to use the forum roller, so I don't embarrass myself trying to figure out the other system.
Yeah, you did end up having to repost it a few times...
Quote:
Don't we need to do guest stars still?
The way the book recommends (on pg 24) to do it, is first make a significant chunk of the city, then make characters, then finish it up. So this is really back-pedaling. Couldn't really ask people to all help with the city, then I tell them if they get in.
That said, if you guys want to finish up phases and then make the city that works too. Or we can do both at the same time. Also if you guys are uninterested in making the city I can handle that too. I'm flexible in this area... so how does everyone want to do it? On to city creation or on to phases?
Quote:
Isn't it easier to just rollv Xd6 and say 1-2 is a -, 3-4 is a 0 and 5-6 is a +? Just as a suggestion, otherwise we have to roll each d3-2 seperately... or just roll a d3?
Umm... no you can just roll one pack of 4d3-8. Addition commutes so you if you roll d3-2 four times you can just add up all the -2's at the end.
Quote:
Question: How, exactly, do Faerie Glamours and Veils work? Do I treat them as if they were normal evocations/whatever and call up power, etc and take mental stress for using them? If yes, could I tweak my skills a little to make it plausible to use them? The rules aren't terrifically clear on how they should be handled.
Rizhail is right. Its basically like two stunt that add trappings to deceit or discipline. No need to call up power, no stress, just roll either deceit or discipline (presumably the higher of the two), when opposing people trying to find the veil.
Important
In case it was missed: do people want to finish up the charcaters or back pedal to city creation?
__________________
My deaths to wolves (or other evil night killers)
Spoiler
Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III
I'm cool with both! And on that note, anyone interested in starring in Cassies little war with the white?
__________________ Thought of the Week: There are usually only about ten people in the world you really care about. Maybe your parents, some friends, the person you sleep with, and me.” =I= ONLY A FOOL CLAIMS TO KNOW EVERYTHING BUT FEAR NOTHING =I=
Excellent Avatar by yldenfrei
I think that Allie would work for dealing with the Whites. Also, Jimmy should probably be Eddie's first contact with the strange, since he's the one who really knows the most about the supernatural side of the street.
I'm ok with doing both phase 4/5 and city creation at the same time.
I think it's simpler than spell use. The ability says you just create a veil as an action, then use discipline or deceit as the skill to oppose someone noticing the veil. From reading, it sounds to me like the ability is self contained; no other rolls needed, no mental stress, etc.
Quote:
Originally Posted by Lamech
Rizhail is right. Its basically like two stunt that add trappings to deceit or discipline. No need to call up power, no stress, just roll either deceit or discipline (presumably the higher of the two), when opposing people trying to find the veil.
Important
In case it was missed: do people want to finish up the charcaters or back pedal to city creation?
Okay, thanks. Thought it was something like that, but just wanted to be sure, because it's one of those things that -could- be abused. "I create a perfect veil and make it last forever! Muahahaha! And Glamour myself to look like a tree in case they see through the veil!"
Obviously I wouldn't do that, but...
Quote:
Originally Posted by industrious
I'd love to, but Eddie is just far too direct to deal with the White Court.
Anybody want to break him in to the supernatural side of things?
Jane could be a good character for that. Bursting through out of the Nevernever with a pack of Hobbes on her heels is a fairly direct introduction. Or, possibly, following them through a portal, because she tricked them into making one, thinking she'd already gone through.
For what use it is; Jane's approach to dealing with supernatural nasties hurting people is very much in the kick-down-the-door school of thought. Subtlety is for when no-one's being hurt right now.
I'm fine doing city creation and finishing the phases together.
EDIT: Anyone interested in helping a poor, bewildered woman 6 years out of her time zone, holding a sword and dressed in armour, without a passport or identification actually get back home?
Anything requiring someone in just the right place at just the right time is something Cassie excels at, that and lore mastery stuff
__________________ Thought of the Week: There are usually only about ten people in the world you really care about. Maybe your parents, some friends, the person you sleep with, and me.” =I= ONLY A FOOL CLAIMS TO KNOW EVERYTHING BUT FEAR NOTHING =I=
Excellent Avatar by yldenfrei
I'm all for finishing up characters while ironing out the city.
Jimmy can handle a number of story elements, as befits a wizard. He acts as a sort of supernatural handyman, solving magic related issues while occasionally taking out nasty things, so he could potentially fit anywhere. I could see him honestly fitting into anyone's story.
However, I'd like to offer a suggestion:
In 'Your Story', it suggests the option of randomly assigning each player the stories their characters will cross for their fourth and fifth phases. As a fan of random character creation from Dark heresy, I know that a lot of fun and unexpected things can come from this sort of thing, so I decided to whip up random character story assignments. And if a character seems like s/he wouldn't quite fit the situation of another character's third phase, remember that a character can help and/or complicate another character's story.
Obviously, this is completely up to the group whether to go with the random idea or go with feeling out how each character might fit another's story, or any other method someone might come up with, but I feel it's worth throwing out there.
Spoiler
So, the method: I simply listed each character in alphabetical order, by first name. Then, for each character, I rolled 1d4 and 1d3. Ignoring that character's name in the list, you simply count down the number rolled on the die: first through the four remaining names to find who's story your fourth phase crosses, then through the three remaining names for your fifth phase.
If a character has already had their third phase rolled up twice (meaning no one else can act as support for their phase 3), they're marked off the list for when another character is rolled; if the end of the list is hit, you simply go back to the beginning and continue counting. It's not perfectly random, obviously, but I think it works for this.
EDIT: Found an error in my method. Only one character hadn't already been selected twice by the time the roll got to Jane.
So, the characters, in alphabetical order:
Allie the Cherokee Shifter
Cassie the Paranoid Web Blogger
Eddie the (Un)dead Detective
James the Low Profile Wizard
Jane the Half-Sidhe Changeling Knight
So, for Allie:
Spoiler
Cassie the Paranoid Web Blogger
Eddie the (Un)dead Detective
James the Low Profile Wizard
Jane the Half-Sidhe Changeling Knight
Phase 4: (1d4)[1]
Phase 5: (1d3)[2]
So Allie would meet Cassie in phase 4, and James in phase 5
Cassie:
Spoiler
Allie the Cherokee Shifter
Eddie the (Un)dead Detective
James the Low Profile Wizard
Jane the Half-Sidhe Changeling Knight
Phase 4: (1d4)[2]
Phase 5: (1d3)[1]
Cassie would meet Eddie in phase 4, Allie in phase 5
Eddie:
Spoiler
Allie the Cherokee Shifter
Cassie the Paranoid Web Blogger
James the Low Profile Wizard
Jane the Half-Sidhe Changeling Knight
Phase 4: (1d4)[1]
Phase 5: (1d3)[1]
Eddie would meet Allie in phase 4, and Cassie in phase 5. But, I screwed up my method a bit, as seen in Jane's case, so I'd suggest Eddie meet Jane in phase 5 instead, to help mix up the character interaction.
James:
Spoiler
Allie the Cherokee Shifter
Cassie the Paranoid Web Blogger
Eddie the (Un)dead Detective
Jane the Half-Sidhe Changeling Knight
Phase 4: (1d4)[4]
Phase 5: (1d3)[2]
James would run into Jane in phase 4, and Eddie in phase 5.
Jane:
Spoiler
Allie the Cherokee Shifter
Cassie the Paranoid Web Blogger
Eddie the (Un)dead Detective
James the Low Profile Wizard
Phase 4: (1d4)[1]
Phase 5: (1d3)[2]
And here's where my method is shown to be flawed: Jane runs across James in phase 4...and has no one else to run across in phase 5. Since Cassie, Eddie, and Allie all meet twice (both in Cassie's phases and Eddie's), I'd say switch out there.
So, have Jane meet James in phase 4, Cassie in phase 5.
So, let me know what ya'll think of letting randomness decide some things. Even with a bit of an error in the method.
I like the randomness, if for nothing else than getting this started faster. So I'd be helping Cassie with her White Court feud first, then after the first guest spot I'd help James?
If we go with the above randomness, then yes. Your phase 4 would be playing a supporting role in Cassie's phase 3, and your phase 5 would be a role in my phase 3.
City Creation
So city themes/threats, I do believe they comprise the starting point of city creation. So one of the major themes (threat?) I was planning for was something like "Quests for Power". The Fomor obviously, human practitioners and other clued in people want the power to be safe, factions that are currently marginalized in New York want to get a stronger foothold ect. Minor groups want to become bigger players (like say the sorcerer-king?)
__________________
My deaths to wolves (or other evil night killers)
Spoiler
Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III
Thinking about New York, how about "The Streets are Paved in Broken Dreams" for another City Aspect? I mean, New York has always been seen as this wonderful mythic place of opportunity; the reality...not so much.
Also, my fourth phase, with your approval:
Phase Four: Guest Star
Spoiler
Eddie considered the woman before him carefully. Taking a long drag off his cigarette (he was dead. Cancer didn't have his number), he lets his eyes glance across her person. The disheveled clothing. The look of desperation. He'd seen it before. When he was a cop, he'd been limited by departmental bureaucracy and an assigned case load. But he wasn't a cop anymore.
He finishes the cigarette, throws it into the night, the butt and embers a small glow in the darkness. He reaches for the baton under his filthy, ratty trenchcoat, extends it with the click of a button. And Voodoo Eddie smiles, missing and rotten teeth and all.
"Of course I'll help you."
Phase Aspect: Rough and Tumble
Spoiler
Invoke: Fighting dirty or brutally. Going undercover in gritty places where violence could break out at any moment.
Compel: Starting a fight when more subtlety is called for. Diplomacy.
There were things in out there. Horrible, horrible things and no one knew. She started her blog then, anomalously, taking footage of the strange things that walked the streets of the town and giving advice on how to avoid them or deal with them, like her grandfather gave to her. Some people thought it was all a big joke, but before long, some began to pay attention. And not all of them where pleased at having their masks removed.
The White Court was the first.
And so began what became known as the Information War. Cassie, under her BlindMan guise had began a sudden attack on White Court holdings, marking the bars and clubs they owned with frantic warnings, while the White Court, unable to find the woman, began strike at whatever they could, managing to hack and destroy her site three times. They where getting close, and in the end, Cassie didn't want to die. Eventually she offered an ultimatum. She couldn’t last forever, she knew it, but she could do lots more damage before they found her.
They made the deal.
Cassie doesn’t like it, but she and the White Court have developed a kind of uneasy truce. They stop looking for her, she politely ignores them. Someday that old pot is going to boil over though, everyone can feel it.
The only question is when?
Allie's Phase 4
Spoiler
It came to a head when two White Courts thought they could get away with killing her, and get more prestige that way. They made the mistake of hiring ghouls (because doing things themselves would be unbelievably direct) and expecting a clean hit. The ghouls grabbed a woman first, her screams lead Allisha down a alley and right into the ghoul's feast. After a rough-and-tumble, Allie got the brutes to tell who hired them, told the person who was going to be a victim, somebody named Cassie, as well as a acquaintance she knew that was good in a brawl, and went out to find the troublemakers...
Aspect: Go for the Throat
Explaination: Allie only fights when she has no other options, but once she does fight she goes for a decisive ending, right from the start.
Invoke: Fighting, pulling off a decisive move.
Compel: Don't fight unless there is no other option. Could (maybe) be a compel to do too much damage to somebody we need functional...
So now Jane needs to do her phase 4 and 5, then I can do my phase 5.
I can agree with both of those for the main themes of NYC. "Quests for Power" sets up the potential for conflict nicely, while "The Streets are Paved with Broken Dreams" gives us a good goal to work toward as a group (namely, fixing the 'broken' part, at least for as many folks as we can).
I'd like to throw out an idea for a purely Threat aspect, along with one or two faces for the idea.
The threat: 'One More Missing Person is Just a Statistic'. In a city with a metropolitan population of nearly 20 million (and a ridiculous population density of 27,000 people per square mile), no one is going to really notice or care if a few more folks disappear, making the city the perfect hunting ground for supernatural predators. I swear it was mentioned, either in the rpg book or the novels, that the Red Court even had a major operation in NYC.
It also means the authorities aren't likely to be able to put as much effort into looking for people who disappeared without a trace. Like, say, a few minor talents snatched by the fomor, or some of the homeless folks falling prey to ghouls.
Example faces could include:
Nergal, a patriarch of one of the ghoul clans left reeling after the Red Court got Dresdened, who's trying to take advantage of the ensuing chaos
A sorcerer calling himself Kosef, who's been working up a small cult and seems to be getting into some pretty black magic, maybe even necromancy
I was going to suggest "The City that Never Sleeps" to show the constant low level conflict going on in the city. Something is always happening somewhere int he city, and everyone is trying to stake a claim.
__________________ Thought of the Week: There are usually only about ten people in the world you really care about. Maybe your parents, some friends, the person you sleep with, and me.” =I= ONLY A FOOL CLAIMS TO KNOW EVERYTHING BUT FEAR NOTHING =I=
Excellent Avatar by yldenfrei
Hmm... I like it. It seems like a theme that crosses with Lamech's 'Quests for Power' idea, in that it describes the city as a hot bed for activity and conflict.
So, Theme: "The City That Never Sleeps". Aspect: Power Struggles at all levels. Faces: *insert locals who are trying to gain power and influence, both the good and bad guys*
Maybe something along the lines of King of the Hill, to show that everyone is trying to be the boss and it's changing hands rapidly? (This would be a possible aspect for the City That Never Sleeps theme.)
Just to throw out a possible sequence of events for the backstories - feel free to correct/change/add anything, but I saw an interesting chain of meetings that might work together.
Jane meets James when his uncle shows him how to open portals to the Nevernever. To their surprise, they get a panic-stricken violet-eyed Changeling diving out of their portal, closely followed by a group of Hobbes. Naturally, two wizards deal with the equally surprised Hobbes with ease. Because Jane has nowhere to stay, and in fact can't legally stay or work in the U.S. due to her lack of passport, visa or money, and her complete inability to deal with people thanks to her years in Faerie, James and his grandfather offer to put her up for a while. When James leaves for New York, Jane goes with him, in the hope of finding someone who can provide her with a false passport so she can get back home. Shortly after they get there, James's phase 3 occurs, and Jane splats a third vampire, but doesn't see the other two, whereas James only sees two and splats one of them.
For whatever reason they don't share a flat, and Jane ends up sharing a flat with Cassie, if only for a few weeks, and gets drafted into being an intermediary between BlindMan and the White Court ("You can stay rent free if you can lend a hand..."). Meanwhile, James and Eddie get into contact somehow - maybe suggested by Cassie as someone who might know how to do it -, trying to get Jane's false passport, and Eddie and Jane are introduced somehow too.
With any luck, that may make sense. If it doesn't I apologise, I've had about three hours sleep in the last day or so.
I just threw that together based on the way all those characters knew one another, with a vague idea as to why they may have met.
Also, spoiler;
Jane does get her fake passport and does get back home to the UK before she takes up the pen and goes roving around the world in search of stories. This time with a real passport.
Hmm... I like it. It seems like a theme that crosses with Lamech's 'Quests for Power' idea, in that it describes the city as a hot bed for activity and conflict.
So, Theme: "The City That Never Sleeps". Aspect: Power Struggles at all levels. Faces: *insert locals who are trying to gain power and influence, both the good and bad guys*
That sound about right?
Indeed that sounds excellent. The threat sounds pretty good too. I'll start looking over the various phases too. (If only to know whats going on.)
Edit to avoid double post
Quote:
Originally Posted by Rizhail
The threat: 'One More Missing Person is Just a Statistic'. In a city with a metropolitan population of nearly 20 million (and a ridiculous population density of 27,000 people per square mile), no one is going to really notice or care if a few more folks disappear, making the city the perfect hunting ground for supernatural predators. I swear it was mentioned, either in the rpg book or the novels, that the Red Court even had a major operation in NYC.
It also means the authorities aren't likely to be able to put as much effort into looking for people who disappeared without a trace. Like, say, a few minor talents snatched by the fomor, or some of the homeless folks falling prey to ghouls.
Example faces could include:
Nergal, a patriarch of one of the ghoul clans left reeling after the Red Court got Dresdened, who's trying to take advantage of the ensuing chaos
A sorcerer calling himself Kosef, who's been working up a small cult and seems to be getting into some pretty black magic, maybe even necromancy
What do ya'll think?
I note that the sorcerer could be the sorcerer-king Allie's phase three too assuming he doesn't die.
Also, the two guest stars so far seem good.
__________________
My deaths to wolves (or other evil night killers)
Spoiler
Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III
Your story idea makes sense to me, Aneurin. So, James' phase 4 would be helping Jane out for a while after she arrives from Faerie, while Jane's would be saving James' from an extra threat. I just need to write up the phase, then.
I already have an idea for the aspect: Good Friends with Jane Goodway. Invokes for when the characters work together, and for when James is doing something related to the sidhe, and potential compels include taking risky actions to help her out, or following along if she has a crazy plan. And yes, I realize this means I'm practically handing you an ability to compel my character. Hopefully hilarity and/or drama will ensue.
@Lamech, I worked out my enchanted items, if you'd like to take a look at them and approve/reject them.
Spoiler
Mystic Capacitor
Spoiler
A dark brown leather bracer. It appears plain, but contains multiple layers of magically charged silver and copper. With a simple act of will from the wearer, the capacitor begins to release stored magical energy, making it easier for the user to call up and control magic.
Spell Effect: Applies the aspect Supernatural Power Source to the user. This aspect lasts one scene and can be tagged once; further invocations of the aspect require spent fate points. This effect can be used 4 times per session, and can be used by anyone.
Item Breakdown: Base item strength 6, base 2 uses per session. 3 strength goes to thaumaturgy complexity (3 to place a taggable aspect, as far as I can tell), 1 strength to allow anyone to use the item, 2 strength to increase uses to 4 per session.
Blade Bracer
Spoiler
Appears as a well worn, dark leather bracer. A thin silver disc in a copper setting is concealed inside the leather, charged with spirit energy. The bracer generates a barrage of small, circular blades composed of pure magical force upon activation; both activation and control of the projected blades are accomplished by thought.
Spell Effect: Creates an offensive spirit evocation. The effect is a Weapon:5 attack (can be used as a spray or on a single target, as a normal evocation). The skill to hit is Discipline. The bracer can be used by anyone, and can be activated twice per session.
Item Breakdown: Base item strength 6, base 2 uses per session. 5 strength goes to the attack, 1 strength to allow anyone to use the item.
Haste Ring
Spoiler
A silver band covered in inscriptions. The ring's magic grants the wearer great agility and speed when activated, though its effect lasts only for a short time to avoid injuring the user.
Spell Effect: For one scene, the user is treated as having an Athletics skill of Superb (+5) for movement related actions (dodging, sprinting, jumping, etc.). Usable by anyone. 2 uses per session.
Item Breakdown: base item strength 6, base 2 uses per session. 5 strength given to effect (basing this effect on the fact that thaumaturgy can substitute for other skills based on the skill needed to accomplish something, like Harry's tracking spell, which lasts a scene and has a complexity equal to the investigation roll that would be needed to normally succeed at the task). 1 strength burned to allow anyone to use the item.
Shield Pendant
Spoiler
A steel pendant with gold ingraving, both as a pentacle upon the shield and numerous small runes along the edges. When activated, a shield of pure force is created around the user.
Spell Effect: Defensive spirit evocation. Creates a Superb (+5) block vs. physical actions. 2 uses per session. Usable by anyone.
Item Breakdown: base item strength 6, base 2 uses per sessions. 5 strength given to the effect, 1 strength to allow anyone to use the pendant.
Although, I do have a question: how does a block or armor item work since they cannot be on constantly? It wouldn't make sense for them to have to be activated on the user's turn (otherwise it will be impossible to mimic things like Harry's duster). Can it be activated as a free action, similar/in addition to making a defensive skill roll? Or is there something I'm missing?
Your story idea makes sense to me, Aneurin. So, James' phase 4 would be helping Jane out for a while after she arrives from Faerie, while Jane's would be saving James' from an extra threat. I just need to write up the phase, then.
I already have an idea for the aspect: Good Friends with Jane Goodway. Invokes for when the characters work together, and for when James is doing something related to the sidhe, and potential compels include taking risky actions to help her out, or following along if she has a crazy plan. And yes, I realize this means I'm practically handing you an ability to compel my character. Hopefully hilarity and/or drama will ensue.
@Lamech, I worked out my enchanted items, if you'd like to take a look at them and approve/reject them.
Spoiler
Mystic Capacitor
Spoiler
A dark brown leather bracer. It appears plain, but contains multiple layers of magically charged silver and copper. With a simple act of will from the wearer, the capacitor begins to release stored magical energy, making it easier for the user to call up and control magic.
Spell Effect: Applies the aspect Supernatural Power Source to the user. This aspect lasts one scene and can be tagged once; further invocations of the aspect require spent fate points. This effect can be used 4 times per session, and can be used by anyone.
Item Breakdown: Base item strength 6, base 2 uses per session. 3 strength goes to thaumaturgy complexity (3 to place a taggable aspect, as far as I can tell), 1 strength to allow anyone to use the item, 2 strength to increase uses to 4 per session.
Blade Bracer
Spoiler
Appears as a well worn, dark leather bracer. A thin silver disc in a copper setting is concealed inside the leather, charged with spirit energy. The bracer generates a barrage of small, circular blades composed of pure magical force upon activation; both activation and control of the projected blades are accomplished by thought.
Spell Effect: Creates an offensive spirit evocation. The effect is a Weapon:5 attack (can be used as a spray or on a single target, as a normal evocation). The skill to hit is Discipline. The bracer can be used by anyone, and can be activated twice per session.
Item Breakdown: Base item strength 6, base 2 uses per session. 5 strength goes to the attack, 1 strength to allow anyone to use the item.
Haste Ring
Spoiler
A silver band covered in inscriptions. The ring's magic grants the wearer great agility and speed when activated, though its effect lasts only for a short time to avoid injuring the user.
Spell Effect: For one scene, the user is treated as having an Athletics skill of Superb (+5) for movement related actions (dodging, sprinting, jumping, etc.). Usable by anyone. 2 uses per session.
Item Breakdown: base item strength 6, base 2 uses per session. 5 strength given to effect (basing this effect on the fact that thaumaturgy can substitute for other skills based on the skill needed to accomplish something, like Harry's tracking spell, which lasts a scene and has a complexity equal to the investigation roll that would be needed to normally succeed at the task). 1 strength burned to allow anyone to use the item.
Shield Pendant
Spoiler
A steel pendant with gold ingraving, both as a pentacle upon the shield and numerous small runes along the edges. When activated, a shield of pure force is created around the user.
Spell Effect: Defensive spirit evocation. Creates a Superb (+5) block vs. physical actions. 2 uses per session. Usable by anyone.
Item Breakdown: base item strength 6, base 2 uses per sessions. 5 strength given to the effect, 1 strength to allow anyone to use the pendant.
Although, I do have a question: how does a block or armor item work since they cannot be on constantly? It wouldn't make sense for them to have to be activated on the user's turn (otherwise it will be impossible to mimic things like Harry's duster). Can it be activated as a free action, similar/in addition to making a defensive skill roll? Or is there something I'm missing?
Okay, this must not have been clear when I was explaining the changes to enchanted items: You still only get one base use, but if you add extra enchanted item slots those each give +2 uses.
On the haste ring, I don't think that preforming a simple action means that you get a whole scenes worth of simple actions, but that it preforms one simple action; hence, the haste ring has a duration of one exchange. (Although you could increase it by putting shifts to duration) Finally defensive items don't take an action to use, they are simply part of your defense.
__________________
My deaths to wolves (or other evil night killers)
Spoiler
Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III
The extra uses on my items come from my Thaumaturgy specialization (crafting(frequency+1)). All items I make have one extra use base, without using an extra slot (that includes potions; they have two uses). The crafting specialization stuff is buried on the bottom left of page 280 in the rulebook (I was able to get hold of a release copy, so I'm on the same page as ya'll now. Pun not intended. >.<)
For the ring, I looked back over that section and you're right; I didn't read over it in depth enough to make sure I got it all correct. Which is also how I missed the blurb that says that defensive items are just part of your defense with no action needed to activate.
The ring will act more like an escape/epic dodge item then. Still an excellent item. Though if I decide to add duration, should I go for a 1 power spent per extra exchange duration, or play with the time chart on page 315, going up one time step per 1 complexity added to the spell? I ask because the spell is based on thaumaturgy, and the duration on such spells (and how to extend it) is still somewhat confusing to a first time player.