/r/DresdenFilesRPG
Subreddit for the ever popular Fate RPG based on the Dresden Files book series. Come discuss anything about the game, ask questions, theorycraft, or chat about personal in-game stories.
Come here and discuss character ideas, story ideas, theory crafting, interesting circumstances in game mechanics, etc. for the Evil Hat Dresden Files RPG
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Required reading for all DFPRG players. http://www.evilhat.com/home/dresden-files-rpg-downloads/ Scroll down and read the word of our glorious master, the magnificent Rick Neal.
Other Resources: http://www.jimbutcheronline.com/bb/index.php/board,5.0.html The official DFRPG forum, not as cool as us, but still helpful
http://hammerand.com/goldenh/DFRPG%20cheat%20sheet.pdf : The perfect go to cheat sheet to carry to any session.
http://www.evilhat.com/home/wp-content/uploads/2010/03/DFRPG-Reference-Sheets.pdf : Almost the same as above
Character Sheets:
http://www.evilhat.com/home/wp-content/uploads/2010/03/City-and-Character-Sheets.pdf
http://www.evilhat.com/home/wp-content/uploads/2010/03/Shapeshifter-Sheet.pdf
http://www.evilhat.com/home/wp-content/uploads/2010/03/Hunger-Sheet.pdf
http://www.evilhat.com/home/wp-content/uploads/2010/03/Spellcasting-Sheet.pdf
Character Sheet Creation
Simply make a free account it's really easy to use. http://toonstore.net/ Made By: OutOfMemory
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/r/DresdenFilesRPG
I will start with a situation :
Player A has sponsored magic, he knows his sponsor and he has to execute task in exchange for the power.
Let's say that, for whatever reason, the sponsor decide to suspend his protégé privileges for a time.
How should it be handled in game? I was thinking of :
- Adding an aspect "Can't use Sponsored Power" to the player
- Each time the player might need to use his power, compel the aspect to prevent it to be played, raising the stake each time.
Is there other ways ? And If the sponsor decide to remove definitively all power. I suppose the powers are erased from the sheet and the player get back the refresh cost?
They are mentioned on page 17 vol 1 under Difficulty, but then are mentioned on page 250 under "How to do it" for evocation rules. What I'm confused about is if you are spending shifts or not. Because in the first time it's mentioned it sounds like that's when you would get shifts, then when you cast evocation spells you spend them, but there aren't any rules on how else they work and I feel like it would be weird to have a spellcasting thing that everyone gains even if they can't cast spells. And if they aren't used for spells then what are they used for? Are shifts just a form of measuring success or effort put into something?
I saw what the flairs meant after posting this woops.
How would any establishment go about applying for, gaining, and maintaining this status? I know Mac managed it, and the game offers a coffee shop with the same privileges; I wonder how much of the process could work as, say, a campaign goal for a group of PCs who want to set up something like that on their own.
I imagine it as part of at least two basic scenarios: one is to simply expand the options for such places in a city-setting where the supernatural population has expanded to the point that the single "old local joint" has become too crowded, and another is to replace the previous spot that got removed from play (either destroyed or the previous owner died before designating anyone to take over).
What I would like at this point is a rough guide to what the process could entail on average, so I could adjust it to my players' tastes. I still want to have at least a couple of in-game "challenges/tests" that they have to overcome to earn the status at all, but only adding more if the players are enjoying the struggle.
Once their business has earned the status, I figure that maintaining it will provide most of the story-complications and fun all on its own...
Any thoughts?
Character is a Dragon Knight. Y Ddraig Goch's. The Welsh Dragon. Also King Arthur's. His Knight. Game would be dungeon crawling Indiana Jones meets Dresden Files. Wields a Cutlass. He's been around since the early 1700s might be a scion of of the Dragon himself.
Has fought as Pirate in 1715-1720. French and Indian Wars, Seven Years War, Revolution (Loyalist) French Revolution, Napoleon, American Civil War, Wild West, Victorian Steampunk Arc, WW1, Prohibition, WW2, Cold War, Vietnam War, Civil Rights Movement, Early 9/11 Response.
Sam Heugh is roughly my play by with a ponytail and a gold dragon tooth earing.
Game settings would be Peru Mummy's (Awakened since fall of Red Court), Vatican Archives, British Museum, Teracotta Army Enchanted to life and the recent discovery of a stonehenge in Michigan Lake 9000 years old.
I Have Jack Frost and Peter Pan refreshed and statted. As well as a White Court Spymaster whose been around since French Revolution and helped orchestrate the fall of the Black Court. Maybe a Wizard Thief as well
Please help with what you think his refresh and stats should be.
Does anyone have a form fillable City Sheet for Dresden Files Accelerated? Haven't been able to find one.
Someone said we haven’t had activity here in a while and their request to join is still idle. Is this subreddit okay?
So I know in the books, the color of the tattoos the Fellowship of Saint Giles change color depending on how close they are to giving into their vampiric side, but are there any other magical effects they might impart, either from the books or ephemera or from the game? Or things they might do if the person they're on gives in and completes their transformation in to a vampire?
I'm trying to think of some cool mechanical effects they might impart in DFA, either on a person or a vampire and am coming up blank-- so if anyone has ideas I'm very interested in hearing them!
Heard about this on the radio when I woke up, and I thought something about the situation sounded strangely familiar.
Then I recognize it: it's mentioned in the write-up for the city of Baltimore in the Dresden Files RPG.
If memory serves, it's described as a sort of neutral ground where the forces of nature make magic so difficult to cast that supernatural entities can be reasonably certain they can't be attacked.
Given the recent collapse, I'd say in the fictional world of the game something went badly wrong at a negotiation.
Hiya all! I've been playing around creating custom powers in the original Dresden Files TTRPG, but I'm having some trouble determining how many shifts of effect a supernatural power should give. The general principle, so far as I'm aware, is that supernatural powers give more than 2 shifts of effect per refresh point (more like 4 in most cases, so far as I can tell). This is because 1) you "give up" 2 refresh points when you choose to not be a pure mortal, and 2) supernatural powers require templates and permission aspects, which require a bit more buy in than mortal stunts.
Some powers make sense to me, the building block powers (strength, speed, recovery, and resistance) seem to give about 4 shifts of effect per refresh point.
Some powers, like Diminutive Size [-1] mostly make sense to me. They give a disproportionate number of advantageous shifts of effect for their cost (more like 2 refresh rather than 1):
But they also give an approximately equal amount of disadvantageous shifts of effect.
It's a trade off. Lots of strengths for lots of weaknesses. The same is true for Hulking Size [-2], which I think costs more because it gives more beneficial shifts of effect (+2 physical stress boxes is powerful, though I'm not quite sure how to calculate the shifts of effect it actually gives as it is dependant on your endurance skill).
Some powers seem to be constructed by adding a supernatural trapping to a skill (2 shifts of effect) and then giving some buff to that trapping (2 shifts of effect).
But some powers are just a bit befuddling to me. I don't mind a little bit of variance, but some abilities just seem so much better than other abilities (like Claws seems to have 1 shift of effect, that seems real underpowered, even if it does stack), and
Basically, this is an ever so slight cry for help. The book suggests that it is entirely possible to make your own supernatural powers, but I feel I'm not given enough of a framework to properly get stuck in (without reverse engineering the logic behind the design decisions, which is its own unique kind of frustration).
Does anyone have any advice for making custom supernatural powers in this system?
Sorry for the long post, and thanks for reading!
I'm building a Scion PC with Glamours and high Discipline. It feels like most of the trappings of Stealth are covered by being able to Veil yourself, and the trapping of concealing/hiding items can be replaced by Seemings. I can't think of a situation other than, "I can't use my magic right now for some reason" where this character would ever need to roll Stealth. So, would it be pretty safe to just leave Stealth off their skill list?
I'm curious about how the balance of these two custom powers work out compared to each other and compared to Channeling or just wielding a mundane weapon.
Natural Weaponry: https://dfrpg-resources.paranetonline.com/index.php?title=Natural_Weaponry
Supernatural Martial Arts: https://dfrpg-resources.paranetonline.com/index.php?title=Supernatural_Martial_Arts
First off, a baseline of comparison: a character using Weapons or Guns to attack can roll at skill X with a Weapon rating of 2 or 3, with no Refresh invested. The Gun user has range. The Weapons skill user can parry. Etc. They could also buy Stunts for various side benefits.
By comparison, Fists is fairly weak at baseline, because it lacks a Weapon rating, though it has the small advantage that you can never be deprived of your weapon. The other big thing Fists has going for it is the Footwork stunt, so you don't need to invest as much in Athletics.
Now, what can various powers do for you?
Natural Weaponry: For 1 Refresh, you get Weapon:2 for your Fists. That basically brings you up to par with Weapons skill users. You're still behind, though, because you had to take a power and spend Refresh to get there. With 2 Refresh spent, you can upgrade to Weapon:4 OR get 3-zone range and access to spray attacks. Either option puts you a bit ahead of a baseline Weapons skill user, but still behind a Weapons or Guns user who spent 2 Refresh on relevant stunts or powers.
Supernatural Martial Arts: For 1 Refresh, you get the ability to take Mental Stress to empower your Fists attacks (or defenses) in various ways. You can get +1 to your attack roll, +2 shifts of damage, or extended range, or take more stress to apply multiple effects on the same attack. This lets you fight as well as or a bit better than Weapons or Guns users, for a limited number of rounds per fight. It also has some options that Weapons and Guns can't easily replicate, like hitting ghosts or making area attacks. A second point of Refresh gets you more techniques, increasing your versatility but not your raw power.
So, both of these seem decent on paper. Compared to Weapons or Guns users, you get some minor always-on or moderate situational advantages in exchange for a point or two of Refresh (and not being a Pure Mortal). And you can get some further optimization by combining both.
But then I compare those against what you can do with Channeling, and it all feels pointless. For 2 Refresh, you can blast at range for more damage than a Guns user, make spray and area attacks, etc. plus have all the other utility Channeling brings. I can't decide if Natural Weaponry and Supernatural Martial Arts are slightly underpowered, or if Channeling is just way too good, or what. (And yes, I'm familiar with the usual arguments about Channeling's downsides - the skill investment required, filling up your mental stress track, the risk of becoming a Lawbreaker, etc.).
The only other consideration I can think of is that Natural Weaponry and Supernatural Martial Arts can be stacked with a few other Stunts and Powers (such as Strength) to ratchet them up further. But then, you can do similar things with Weapons, or take Refinement for your Channeling to stack more Focus Item bonuses too.
I dunno. Am I missing something in my analysis? Is Fists doomed to be the less optimized option no matter what, and I should just accept that? Any thoughts or input are appreciated.
I have seen posts suggesting "Natural Weaponry" as a good set of homebrew powers to replace the Claws and Breath Weapon powers. However, I've only found links to a DFRPG resources site that doesn't seem to exist anymore. Is the full text of the Natural Weaponry homebrew still out there somewhere? I'd appreciate it if someone could post it or link me to it. Thanks!
(So you know, if anyone's running a table right now, wink wink, nudge nudge)
But other than that, I'm trying to figure out which books I'm trying to get. Also trying to figure out if a wizard that works with Electromagnetism exclusively is a possibility, or if the elements system frowns on that. FP description seems to say it's cool, the elements seem to look askance at it.
So basically, I can’t wrap my head around the concept of Maneuvers and spells.
Via ritual magic I can do a maneuver action. And stack aspects on a friendly target. For the sake of it let’s call them buff, in reality this would get really annoying, as most electricity around the person would die.
So let me try to make an example, lizard-wizard wants to “buff” his brute lizard ally called expendable, goon one. Expendable goon one. Is going to war. So lizard-wizard “buffs” him with maneuvers. He creates 4 aspects via the maneuvers action called
Focused Ignore pain Enhanced senses Brave.
Slaps some duration on it, and now expendable goon one, have 4 free aspects he can tag.
Have I missed something?
How would little Chicago be made via the DFRPG rules.
Mechanically, I think it’s a device that boosts assessments, and or declarations. Maybe even some preloaded aspects for scrying.
In white night, Harry does a ritual where he sort of projects to a target and is able to follow him around in sprit form.
I am guessing that this is just either “Jim’s” harrys player, making a declaration or assessment.