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Thread: "Dresden Files" Unisystem

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    "Dresden Files" Unisystem

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    "Dresden Files" Unisystem Magic Rules

    To create a spell-casting system that more closely resembles the kind of wizardry seen in the Dresden Files, use the basic magic rules from the Buffy/Angel RPG, but apply the modifications below.

    *No Casting Penalty: There is no casting penalty for casting multiple spells within the same scene as in standard Buffy/Angel. Instead, spell casting costs the caster Essence (see below).

    *Revised Quality: Occult Library (1 point): Instead of containing spells as written, this quality provides a +2 bonus to Occultism when making rolls to research spells, potions, supernatural beings, relics or events.

    *New Qualities: Sorcery (4 points/level): You are a wizard, sorcerer, priest, etc. Whatever you call yourself, you have unlocked the secret to wielding powerful magic and you fuel this magic with your very being. Characters with this quality have Essence (see below) and can cast magic spells. You add your levels in Sorcery to Casting tests and other special rules apply to you. You cannot have more levels of Sorcery than your Willpower rating. If, for some reason, your Willpower is reduced during the course of the game, your Sorcery is also temporarily reduced if it would otherwise exceed your current Willpower.

    White Council Member (2 points): Prerequisites: Sorcery quality, Occultism 3. You are a member of the White Council of wizards and attached to all the benefits and obligations therein. You gain +1 Willpower, +1 Occultism, and a 2-point Contacts (Supernatural) quality. You also have a 2-point Obligation (Major) to the Council and must heed Council summons and are expected to observe the Laws of Magic. Membership in the White Council is no trivial matter and little disobedience or incompetence is tolerated.

    *Essence Points: Characters with the Sorcery quality have the ability to channel Essence, the raw material of life and magic. When using magic, a wizard draws upon an inner store of power. This store is called their Essence Pool. A character with the Sorcery quality has an Essence Pool equal to (sum of their Primary Attributes, plus 5 for each level of the Sorcery quality).
    Example: A character with 20 attribute points and 3 levels of Sorcery has an Essence Pool of 35 (20 + [5 x 3]).

    *Casting Spells: There are two different kinds of spell casting: Evocation (quick casting) and Thaumaturgy (ritual casting). Evocations can be cast on the fly but are usually more taxing on the wizard’s reserve of power. Thaumaturgy takes more time and preparation, but as a result, the caster can exert much greater power and control over his spell. It is important to note that sunrise has the magical significance of acting like a barrier against ongoing spells. As such, any long-lasting spell effect is ended at sunrise unless it is a spell of significant potency (beyond what most mortal wizards are capable of).

    Evocation Tests: Casting an Evocation can be performed as a single action during a round and requires a roll of Willpower + levels of Sorcery. If the spell is defensive in nature (a magical barrier for example), the spell can be cast as one of the character’s defense actions for the round. The caster must achieve success levels as normal based on the Power Level of the spell. Casting an Evocation costs Essence equal to 2 x Power Level.

    Evocation Test: d10 + Willpower + Sorcery
    Essence Cost: 2 x (Power Level)

    Thaumaturgy Tests: Casting Thaumaturgy magic is much more involved than Evocation and is not something that can be done when the wizard is facing direct opposition (such as during combat). Preparations must be made, materials must be gathered, symbols and relics properly inscribed or arranged, etc. Generally, preparing to cast the most general or simple Thaumaturgies should take at least 30 minutes work, but a desperate (or foolhardy) wizard with some makeshift supplies and a little creativity might be able to cobble something together in as little as 10 minutes if properly motivated. More obscure, potent, or unusual Thaumaturgy may take a full day or more and may require equally obscure or unusual ingredients or conditions to complete.

    Once prepared, to cast the spell requires a roll of Willpower + Occultism + Sorcery. As normal, the caster must accumulate success levels equal to the spell’s Power Level. A Thaumaturgy spell costs Essence equal to Power Level.

    Thaumaturgy Test: d10 + Willpower + Occultism + Sorcery
    Essence Cost: (Power Level)

    *Losing Essence: If a character’s Essence Pool drops to 0, the character becomes exhausted and finds it difficult to concentrate. He receives a –2 penalty to all actions until he recovers his pool to at least 1 point. If a wizard casts a spell that costs more Essence Points than are currently in his pool, each point beyond his Essence Pool total drains 2 Life Points from the wizard. Wizards with 0 Essence Points may thus continue to cast spells, albeit at great cost. This is a dangerous application of magic and one a wizard most commonly reserves as a last resort, a la “Death Curse”.

    *Recovering Essence: A wizard regains Essence Points equal to his Willpower for each hour he spends in rest or meditation.

    *Wizard Sight: Through concentration, a wizard can open his “third eye” and unlock an ability known as Wizard’s Sight. This allows a wizard to “see things as they truly are” and reveals supernatural and magical presences as well as piercing through glamours or other deception magic. The downside is that anything that the wizard experiences while his Sight is open will always stay as fresh in his mind as if he were seeing it for the first time.

    Taking a full round of concentration, opening the Sight allows the GM to roll Willpower + Sorcery to determine if the wizard detects supernatural energies and entities. If attempting to pierce a glamour, this roll is opposed by the target’s Willpower (not doubled). When using the Sight, if the wizard looks upon something that requires a Fear test (which may be often) he will, thereafter, have to make the same Fear test again should he encounter the same (or very similar) being in the future, whether his Sight is active or not.

    *Technology Disruption: Magic and modern technology are not good bedfellows. The presence of magic tends to stop many complex machines dead in their tracks. Because of this, wizards tend to be fond of candles, staircases, wood burning stoves and Volkswagens. The stronger the magic and more complex the device, the greater the chance that things will go haywire.

    Whenever a wizard interacts with or is in the immediate presence of complex machines (the GM’s discretion prevails here, but usually includes telephones, cameras, radios and anything electronic), the GM should roll a d10 + levels of Sorcery quality. If the device is particularly delicate or quirky, an additional +1 to +3 may apply to the roll. If the roll succeeds, the device fails. If the die comes up a 10, the GM may decide (if dramatic or entertaining) that the device fails spectacularly.

    Tech Disruption: d10 + Sorcery + (Modifiers)
    If roll succeeds: Device Fails

    *Foci and Talismans: Wizards can craft special foci to help them direct the energy of their spells. Staves, wands, amulets, rings and other wizardly objects are most common. Each wizard must attune his own unique foci. As each wizard has a unique relationship with the magic he casts, attempting to use another wizard’s foci is generally useless.

    A focus can be bought as a 1-point quality. When a focus is created, the wizard assigns a specific application to it (for instance: a fire blast, a force field or a gust of wind). While the wizard is in possession of the focus, it grants a +2 to Casting tests made to cast the associated spell. A wizard may not have more foci at one time than he has levels of Sorcery.

    Heavy, repeated use of a focus may cause it to break or cease functioning. Generally speaking, if a focus is used more than once in the same scene, the GM should roll a die and add 1 for each additional time it is used. If the roll succeeds, the focus is “exhausted” and is unusable until the wizard has some time (at least a few hours) and materials to repair or replace it.

    *Potions: Wizards can also create potions, which can store magical effects provided they have access to some suitable supplies. To craft a potion requires a base liquid, a method of heating, an ingredient for each of the five senses, one for the mind and one for the spirit. Potions must brew for at least two hours before they become effective.

    Creating a potion works just like Thaumaturgy casting, except that the effect of the spell is limited to affecting the imbiber and, once created, can be saved until needed (though potions will lose their magic at sunrise if unused). Drinking a potion takes an action during a combat round and the effects begin on the round it is consumed. Each potion is good for only a single use, as the magic is drained upon consumption, regardless of the actual volume of the liquid.

    *Events, Places And Items of Power: Certain places, objects or even natural events (such as thunderstorms or eclipses) sometimes contain concentrations of Essence and a wizard who knows how to tap into them (and is willing to take the risk) can draw upon this power to fuel their magic. Any such well of Essence is assigned a Power Rating, typically from 1 to 5. A Power Rating of 1 might represent something like a minor magic talisman or newly christened hallowed ground. A rating of 3 to 4 might include a powerful storm, an ancient occult relic or the grotto of a powerful fae. A rating of 5 would account for something of truly awe-inspiring significance such as an Aztec sacrificial altar, the Hand of Jude, or within the lair of an ancient dragon.

    When a wizard wishes to draw upon this power, he must make a roll of Willpower + Sorcery. If the roll fails, nothing happens. No power is channeled and the wizard is unaffected. If successful, the wizard temporarily gains Essence equal to (Power Rating x the success levels of the roll). These Essence points must be spent by the end of the current round. Any unspent points will backlash against the wizard, so he should take care not to draw more power than he thinks he can handle. This makes significant sources of Essence very powerful, but also very dangerous. For each point of Essence absorbed but not used, the wizard loses 3 Life Points as the magical energies surge through his body in search of release. After that, the Essence dissipates and the unused Essence points are lost. Once attempted, the wizard cannot draw upon the same source again until at least a full day passes and any attempt to do so will automatically fail.

    Draw Essence: d10 + Willpower + Sorcery
    Essence Gained: (Power Rating x Success Levels)
    Backlash Damage: 3 x (Unused Essence Points)

    *New Drama Point Rule: A character with Essence may spend a Drama Point for the following effect:

    (1 Drama Point) Reduce the Essence Points you’ve lost by half. The character gains a “second wind” or is provoked into drawing upon a previously untapped well of inner power. This is much like “I Think I’m Okay” but it restores Essence Points instead of Life Points.
    --- Merged from Double Post ---
    "Dresden Files" Unisystem Creatures

    Vampires

    *White Court: This Court is the most human-like in appearance. They are similar to succubi and incubi, feeding off the emotions and life force of their prey. They are born to it, rather than being created, as with Black and Red Courts. They are, for all intents and purposes, human until their vampirism manifests usually near the age of maturity. As with the Red Court, their first feeding, with its subsequent and almost inevitable kill, marks their full transformation.

    The White Court is not endowed with as much physical strength as the Red or Black courts under normal circumstances, but they make up for it by having far fewer vulnerabilities. Sunlight and symbols of faith do not harm them at all. Their power derives from an internal demonic essence they call the "Hunger". If they refrain from feeding for too long, the "Hunger" drives them into a frenzy where they must feed, and can drive them permanently insane. When needed, they tap this store of energy to augment their strength, speed, resilience, and healing ability far beyond normal; while doing this, they radiate waves of cold, their skin whitens, and their eyes turn an unnatural silver. White Court vampire blood is pinkish instead of red.

    White Court Vampire (14 points): This template includes the following:
    Qualities: +1 Strength, Dexterity and Constitution, Regeneration (per hour), Hard to Kill 2, Essence Drain*, Predatory Form [+1 Strength, Dexterity and Constitution, Improved Regeneration (per minute); Restricted (Dual Shape), Essence Cost**]

    *Essence Drain: White Court vampires feed upon the Essence of humans rather than their blood, preying upon either lust, fear, or despair as they choose. A White Court Vampire has an Essence Pool equal to (the sum of their attributes, plus 5 for each level of the Age quality). Humans and most other beings have Essence equal to just the sum of their attributes.
    In order to feed upon a victim’s Essence, the vampire must provoke the desired emotional reaction. This is accomplished by rolling Willpower + Influence, opposed by the target’s Willpower. If successful, the victim succumbs to his emotions and the vampire drains Essence equal to the Success Levels of the roll. The vampire may continue to drain the victim each round, but if the victim chooses to resist and succeeds, the drain ends and the vampire may not drain the target again for 24 hours. Drained Essence is added to the vampire’s, but any points exceeding his normal maximum are lost at sunrise. A victim drained to –10 Essence points or less must make an immediate Survival Test or else they will die.

    Larger groups may be drained in a similar fashion. The vampire still makes only a single Willpower + Influence roll and it is opposed by the highest Willpower of the group. Groups of up to 10 multiply the Essence gained by 2, groups up to 50 by 3, and groups over 50 by 4. The vampire can attempt to instill a chosen individual or group with emotion through sheer presence, but proper atmosphere and physical contact is usually desirable and may grant a bonus of +1 to +5 to the roll.

    **Essence Cost: A White Court Vampire normally loses 1 point of Essence each night at sunset. However, they can also use their Essence to fuel their predatory form, which makes them tougher, faster and stronger. Each round (or each minute out of combat for healing) the vampire assumes predatory form, they lose 3 Essence points from their pool. If their Essence Pool ever reaches 0, the vampire must succeed at a Willpower (not doubled) roll or succumb to frenzy and attack any viable nearby targets to acquire Essence until they restore their pool to at least half. A cumulative –1 penalty applies to this roll each hour beyond the first.

    *Red Court: Red Court vampires are less human-like than the White Court. Instead they are slimy bat-like creatures hidden behind human costumes (made of an outer skin). They use these costumes to trick their prey into being more comfortable and allow them to hide in plain sight. They are incredibly strong and fast, and can shake off any injury quickly. The Red Court is vulnerable to sunlight and by having their bellies cut open, which can spill the blood they have drunk and eventually kill them. Their saliva contains a potent magical narcotic which induces euphoria and is highly addictive, allowing the Red Court to control their victims rather easily. The narcotic lowers the victim's inhibitions while dulling the pain of the vampire's bite. Addicted humans have been known to go to great lengths to protect their masters, and willingly provide information or other service as needed.

    The Red Court is also capable of transforming ordinary humans into vampires in a two-step process. The human is first infected with the vampiric thirst (gaining supernatural speed, strength and endurance in the process) and then completes the change into the demonic form upon killing a human victim in their first feeding. Infected humans strong of willpower have been known to refrain from feeding for great lengths of time (regular exposure to sunlight and avoiding physical intimacy help), but no cure has yet been found for the infected state. Their hunger for blood makes controlling their emotions very difficult, and when in a situation where emotions or adrenaline run high, it is much easier for them to lose control.

    The Red Court is highly organized in a feudalistic system with a King at the top, followed by Dukes and other, lower ranks.

    Red Court Vampire (17 points): This template includes the following:
    Qualities: +3 Strength, +2 Dexterity and Constitution, Hard to Kill 2, Regeneration (per minute), +2 bonus to hearing and smell-based Perception rolls (+4 when involving blood), The Kiss*, Demonic Form [Flight**, Claws (2 x Str), Attractiveness –5, Restricted (Dual Shape)]

    *The Kiss: A Red Court vampire’s saliva can be used to incapacitate victims. Applying the Kiss requires either that the vampire bite the victim (Dexterity + Kung Fu +2 on a grappled opponent) or that the victim be pinned beneath the vampire (typically as the result of a Slam-Tackle or Takedown). Upon contact, the vampire and victim both roll Willpower (doubled). If the vampire succeeds, the victim is helpless and unable to act for 1 round. At the beginning of each of the victim’s turns, the roll is made again with the victim receiving a cumulative +1 bonus.

    *Flight: In their bat-like form, the vampire has leathery wings that can allow flight for short distances. The vampire may fly at twice his normal speed for a number of rounds equal to his Constitution. After that, the vampire may glide back to the ground if still airborne, but is otherwise too exhausted to fly. The vampire may not fly again until he has rested for at least 30 minutes.

    *Black Court: The Black Court comprises the most classically known form of vampire, the reanimated bloodthirsty corpses popularized by Bram Stoker's Dracula. In fact, some claim that the publication of the book was at the behest of the White Court and the primary cause of the Black Court's downfall, as Stoker supposedly published it as a "how-to" guide to hunt the Black Court. Black Court vampires still inhabit the human bodies that they occupied before their turning, the only difference being continued emaciation resulting in their cadaverous appearance.

    Black Court vampires possess all the classic strengths and weaknesses of Stoker's Dracula: they possess fantastic strength and resistance to injury, but must sleep in their native soil and fear garlic, objects of faith and sunlight. Some Black Court vampires have demonstrated the ability to use magic in the same way wizards do.

    The Black Court is currently the smallest and politically weakest of the Courts, although those few who survived the purges caused by Stoker's book are among the strongest and most cunning monsters in the world by virtue of sheer necessity.

    Black Court Vampire (20 points): This template includes the following:
    Qualities: +6 Strength, +2 Dexterity, +4 Constitution, Hard to Kill 4, Natural Armor 2, Regeneration (per minute), reduced (1/5) damage from bullets, +2 bonus to hearing and smell-based Perception rolls (+4 when involving blood), Attractiveness –3. Additionally, Black Court vampires may possess other powers as well, possibly including Hypnosis, Increased Life Points, Telekinesis, Telepathy and even Sorcery (their Essence Pool is calculated before adjustments from this template).

    Werewolves

    *Werewolf: The "classic" werewolf is someone who uses magic to transform into a wolf. This is not necessarily a wizard or well-trained practitioner of magic, since the transformation spell will work for anyone who learns it. The physical body is transformed, but the mind remains the same. This can be a disadvantage at first because although the person gains the senses and anatomy of a wolf, they do not have the experience of using them. The werewolf must learn to use smell and hearing as their primary sensory input, and learn to move and react to their environment as a four-legged creature. This takes time, but the werewolf can eventually become very proficient in their new form.

    The wolf form has all the natural capabilities of an ordinary wolf; silver has no special effect against them and they do not heal wounds any more quickly than a normal wolf. This type of werewolf can reassume its human form at will.

    Werewolf (6 points): This template includes the following:
    Qualities: Wolf Form [+2 Dexterity, Acute Hearing/Smell, Fangs/Claws (2 x Str), Restricted (Dual Form)]

    *Hexenwulf: A hexenwulf uses a talisman imbued with powerful magic to transform itself into a huge wolf. The hexenwulf's wolf form is much larger and more powerful than any natural wolf, possessing enhanced speed, strength, and ferocity. The only part of the hexenwulf that is unaffected by the transformation are the eyes, which remain the same color as their human form. The talisman itself may take many forms, including a ring or amulet, but most commonly appears as a belt or girdle made from wolf pelt.

    The talisman engenders the transformation by providing an anchor for a spirit of bestial rage and is activated with an incantation by the wearer. This spirit protects the human personality while in wolf form. However, the hexenwulf loses all human inhibitions and is driven more by primal human desires.

    The hexenwulf can be wounded or killed by normal weapons and can be forced to transform back into human form if someone manages to remove the talisman. A hexenwulf may reassume human form at will, but the power that the talisman gives the user is addictive; over time, this addiction begins to affect the user's mind and personality in human form, behaving similarly to drug addiction. The most seriously afflicted lose all impulse control, becoming violent and sociopathic.

    Hexenwulf (7 points): This template includes the following:
    Qualities: Addiction –3, Dire Wolf Form [+2 Strength, Dexterity and Constitution, Acute Hearing/Smell, Fangs/Claws (3 x Str), Natural Toughness, Antisocial Impulses (Violence) –2, Restricted (Dual Form), Restricted (Talisman)]

    *Lycanthrope: A lycanthrope is someone who is a natural channel or medium for a spirit of rage. The lycanthrope is born with this ability. It does not allow them to physically change into a wolf, but does grant them a beast-like strength. When this spirit takes over, the lycanthrope becomes stronger, more aggressive, and more resistant to pain, injury and sickness. They heal wounds rapidly and tend to congregate in groups much like packs with an Alpha leader. Although harder to hurt or kill than an ordinary person, lycanthropes can be killed with ordinary weapons.

    Lycanthrope (11 points): This template includes the following:
    Qualities: +3 Strength and Constitution, Regeneration (per minute), 2 levels of Resistance (Pain)

    *Loup-garou: A Loup-garou is closest to the monsters of legend. These werewolves have been intentionally cursed, usually by a very powerful sorcerer, demon lord, saint, or one of the Faerie Queens to be possessed by a wolflike demonic entity at every full moon. They become near-mindless killing machines with supernatural speed, strength and ferocity. They recover from injury almost instantly, are immune to poisons as well as any kind of sorcery that attacks the mind. They can only be killed by a weapon made from silver which has been inherited.

    The curse of the loup-garou can be hereditary if the one who placed the curse specified it as such. Usually the person afflicted with the curse is aware of their condition and will have enough sense to isolate or shield themselves from society to prevent the horrible damage they would inflict on their surroundings with the next full moon.

    Loup-garou (17 points): This template includes the following:
    Qualities: Beast Form [+5 Strength, +2 Dexterity, +4 Constitution, Fangs/Claws (3 x Str), Regeneration (per turn), Resistance (Mental Powers) 5, Unique Kill, Limited Use, Uncontrollable, Antisocial Impulses (Violence) –3]
    Last edited by Webhead; 01-22-2009 at 04:51 PM. Reason: Automerged Double Post
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    Very nice. Just curious do you use the spell creation rules from Buffy as well? I'm not familiar with the Dresden series is the magic based around spells and the researching of them to create magic or is it a more free form I think there for I can?

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    Sweet! It's nice to see the progress on the system. Reading all that makes me what to re-read the books.
    Normal people worry me.

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    Quote Originally Posted by Bearfoot_Adam View Post
    Very nice. Just curious do you use the spell creation rules from Buffy as well? I'm not familiar with the Dresden series is the magic based around spells and the researching of them to create magic or is it a more free form I think there for I can?
    The formulas for "building" spells based on Power Level is the same from Buffy/Angel, but magic "research" is not quite the same in the Dresden-verse as it is in Buffy.

    In The Dresden Files, magic is an extention of the caster's being (emotions, beliefs, etc.). As Dresden says at one point (paraphrasing): "Magic comes from inside a person. You can't cast magic that isn't a part of you in some way." What he means is that if you cast a spell that hurts someone, it is because somewhere inside of you is the desire and will to inflict such hurt.

    Thus, while some magical or spell formulas can be transcribed and studied, each wizard has a unique relationship with the magic that he/she casts and that magic is a manifestation of their own will (which is a long-winded way of saying that magic is roughly "free-from", given shape and purpose by the caster). That said, especially for Evocations (quick casting), wizards find it safest and easiest to follow basic patterns, perferring to cast "familiar" spells over and over again.

    If you are familiar with White Wolf's Mage: The Ascension, think of it sort of like Sphere magic...the wizard is channeling and shaping energy to perform some task. And most wizards keep a number of repeatable "rotes" in mind because they are quick, easy and dependable (as dependable as magic gets anyway).

    Hopefully that answered your questions.
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    That does answer the question, but leads to another. Did the spell creation process delay the game any more then figuring a sphere's effect from MtA which I am indeed familiar with?

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    Quote Originally Posted by Bearfoot_Adam View Post
    That does answer the question, but leads to another. Did the spell creation process delay the game any more then figuring a sphere's effect from MtA which I am indeed familiar with?
    Not really, but it is very helpful (just as it is in MtA) to have the "spell" information in front of the player/GM to make it quick and easy. The "spell creation" system of Buffy/Angel is definately less complex than MtA since one doesn't have to figure Quintessence/Paradox, Coincidental/Vulgar and other Mage tropes.

    All spells are assigned a Power Level based on the scope of the spell, so one just has to determine the 2 or 3 factors that determine its Power Level and make your spellcasting roll to check for success. Fast and simple.
    Last edited by Webhead; 01-22-2009 at 12:12 AM.
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    Wow, each answer leading to another question. Sorry about that. Ok last one I think. Since you have two different mechanics for casting Evocation and Thaumaturgy does this mean when determining a magical effects power level you ignore the casting time and quick cast portion and only use the scope, duration and effect sections?

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    Quote Originally Posted by Bearfoot_Adam View Post
    Wow, each answer leading to another question. Sorry about that. Ok last one I think. Since you have two different mechanics for casting Evocation and Thaumaturgy does this mean when determining a magical effects power level you ignore the casting time and quick cast portion and only use the scope, duration and effect sections?
    Correct. I would be a little more specific, but I don't currently have access to my books.
    Last edited by Webhead; 01-22-2009 at 10:49 AM.
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    This looks great. Is the Buffy/Angel system available in book or online form? I am familiar with BRP but not with Buffy.

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    Quote Originally Posted by McCummhail View Post
    This looks great. Is the Buffy/Angel system available in book or online form? I am familiar with BRP but not with Buffy.
    They were published in "hard copy" a few years ago, but have since gone out of print and are thus a little difficult to find.

    However, last time I checked, PDFs of the books are available at www.drivethrurpg.com I believe.

    If you have to pick one over the other (Buffy or Angel), I would definately recommend you pick up Angel. It has a bit more broad use than the Buffy corebook (and it has the awesome demon/monster/alien creation system that was used to create the Dresden Files creatures you see above).
    Last edited by Webhead; 01-22-2009 at 10:56 AM.
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    I second that recommendation. They can be tough to find especially the magic source book but are well worth it. The army of darkness RPG also uses the same cinematic unisystem rule set

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    Quote Originally Posted by Bearfoot_Adam View Post
    I second that recommendation. They can be tough to find especially the magic source book but are well worth it. The army of darkness RPG also uses the same cinematic unisystem rule set
    ...and includes nice rules for mass combat written by the same person who designed the mass combat system for Savage Worlds (and hence why they are so similar).
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    I will see about getting one. I really prefer to have a hard copy (especially with a new system), but I know that is not always feasible. I have a love of BRP and was thinking of running something Dresden-verse in BRP but unisystem might be much easier (especially with the work you have already done).

  14. #14
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    Quote Originally Posted by McCummhail View Post
    I will see about getting one. I really prefer to have a hard copy (especially with a new system), but I know that is not always feasible. I have a love of BRP and was thinking of running something Dresden-verse in BRP but unisystem might be much easier (especially with the work you have already done).
    If you do put my material to use (and by all means, please do) let me know how it works out for you. This material is in definate need of some playtesting to see whether or not it survives a good shakedown.

    I am a fan of keeping things as simple and straightforward as possible. I've seen more complex homebrews for converting Unisystem to the Dresden-verse but have tried to keep my own treatment streamlined, which is really the goal of Unisystem anyway. I hope you enjoy it. Please leave any feedback you have.
    HARRY DRESDEN — WIZARD
    Lost items found. Paranormal Investigations.
    Consulting. Advice. Reasonable Rates.
    No Love Potions, Endless Purses, or Other Entertainment.

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    I noticed that your red and black court vampires don't have any vulnerabilities. I've just recently jumped onto the dresden books. The other thing is have you though of any rules in the NEver Never?

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