Warriors get double benefit from Armour and a +d6 bonus to melee damage rolls/level. As they will often be in situations where they will not be able to wear armour, they also gain the ability to Dodge. This has 2 effects. 1) They gain a minimum armour value = level x 2. If they wear armour of greater value than that, there is no additional benefit. 2) They are treated as having an additional Dodge Talent for the purposes of reducing missile damage. They may base this Talent on DEX or LK
The 5e Luck rule applies to missile damage from Single Shot attacks, whether from Guns, Gunnes or bows. Warriors may substitute DEX and Dodge. Whenever a character with attributes would take missile damage they make a L1 Saving Roll vs Luck. If they make the save they reduce the damage by the difference. If they fail the save they increase the damage they would take.
Items made with Iron (including Steel) are not usable by Faerie (Elves and Fairies). If they absolutely have to come into contact with Iron it causes them a d6 damage each round, and any SR associated with it is doubled in level. When struck by Iron, they take an additional d6 damage.
Weapons that would usually be crafted of Iron or Steel cost triple normal to be fashioned from other materials. If substitutes of traditional or organic materials are made (e.g. wood/bone/stone) then either use the detailed rules in 5e or - quick fix - apply a -3 to the adds.
Magic and Technology
Magic interferes with the working of electrical components. Whenever magic is cast in the vicinity of an electrical circuit, the caster rolls an INT test against the level of the spell. If they fail, the appliance will short circuit, or if it is a plot significant device, takes d6 damage/level of spell. If they succeed, the caster can avoid any such damage OR choose to do double damage (2d6/spell level) to plot significant devices as an additional effect and/or short circuit any minor devices.
Wizards tend to depend on candles and will o wisps for light in their own homes. They avoid electrical devices as much as possible because of their intrinsic magic power. If they have to interact with them, they double the SR needed for any attempt.
Rogues have a kind of luck with devices that allows them to ignore the difficulty of operating electronic devices. They may roll their Roguery talent to avoid electrical damage when casting spells. They do not have the power or training to double the damage to plot significant circuits.
Guns usually include iron in their construction, so guns made from alternative materials are subject to the tripling of costs for such.
Guns can have 2 modes - Single Shot and Rapid Fire. Single Shot's use the usual T&T missile rules and hit a single target, who then rolls Luck or dodge to mitigate their damage. All damage is then applied to them regardless of their combat total. Spite does not apply with Single Shot attacks.
Rapid Fire does not roll to hit, but generates a combat total based on the weapon damage. Each bullet fired after the first generates an additional dice for the combat total. The weapon stats will indicate the maximum number of additional bullets that may be fired in one round. The combat total is then compared with the other sides combat total in the usual way. Spite DOES apply to rapid fire.
Wizards may only use guns that do 2 dice damage , and may not use Rapid Fire. Others may use any gun that their stats support.
Rather than use the Gunnes chart , use Blackpowder values below. For bows use standard T&T values - they are all single shot weapons.
Blackpowder Pistol Ammo - 1 , Single Shot Fire only , 2 turns to reload Damage 4d6, Range 30', Min ST - 12, Min DX - 8 Cost $250 Wt 30
Blackpowder Musket , 2 turns to reload Ammo - 1 , Single Shot Fire only , 2 turns to reload Damage 5d6, Range 100', Min ST - 15, Min DX - 8 Cost $500 Wt 100
Blackpowder Rifle Ammo - 1 , Single Shot Fire only , 3 turns to reload Damage 6d6, Range 200', Min ST - 15, Min DX - 8 Cost $750 Wt 100
Concealable Body Pistol Ammo - 2 , Single Shot Fire only, 1 Turn to reload Damage 2d6 , Range 30' , Min ST - 5 , Min Dex - 8 Cost $100 Wt 20
Standard Revolver Ammo - 6 , Single Shot Fire only, 1 Turn to reload Damage 3d6 , Range 80' , Min ST - 8 , Min Dex - 8 Cost $150 Wt 25
Standard Automatic Pistol Ammo - 13 , Single Shot OR Rapid Fire 2, 1 turn to reload Damage 3d6 , Range 80' , Min ST - 8 , Min Dex - 8 Cost $200 Wt 25
Sub Machine Gun Ammo - 40 , Single Shot OR Rapid Fire 5 , 1 turn to reload Damage 3d6 , Range 120' , Min ST - 10 , Min Dex - 12 Cost $400 Wt 75
Standard Shotgun Ammo - varies 2 to 10, Always Rapid Fire 1 or 2, 1 turn to reload Damage 5d6, Range 90' , Min ST - 11, Min DEx - 9 Cost $350 , Wt 95
Sniper Rifle Ammo - varies 5 to 20 , Single Shot Only, 1 turn to reload Damage 6d6, Range 3000' , Min ST - 12, Min Dex - 12 With a scope and time to aim, Snipers Rifle hits with a max of L2 Dex SR. Nightsights are electronic devices. Cost $500 , Wt 125
Assault Rifle Ammo - 40 , Single Shot OR Rapid Fire 5 , 1 turn to reload Damage 4d6 , Range 150' , Min ST - 11 , Min Dex - 12 Cost $400 Wt 110
Post by ProfGremlin on Jan 25, 2013 13:03:58 GMT -5
Lookin' good here, Zanshin. I'd love to play in such a campaign. The Dresden Files is one of the few series I actually keep rather than trading in at the used book store for credit. I received Ghost Story for Yuletide and finished reading it a couple of weeks ago. All I can say is that Harry has been through so much I'd hate to think it's all paying off Karma. Heck, the whole problem with the Blackened Denarius should have fast tracked him for guardian angel status.
There's a great deal of material to work with considering a series that spans - what? - 14 novels, a collection of short stories and a couple of novelettes. Was it your intention to set the campaign in Chicago or some other major city in the Dresden-verse? Around what time period in the series would you be interested in setting your campaign? Each of the characters has grown so much as the series has progressed it would be hard to pick a template to build from.
Y'know, kicking back for a pint and a steak at McAnnally's would be a singular experience.
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
I think a Chicago without Dresden would be my starting point (i.e. he doesn't exist in this Dresdenverse). Without Dresden someones got to save the city/world/innocent children. Probably start it with Storm Front and ramp up to to war between the Red Court and the White Council.
As you say, it is a really rich roleplaying setting. I have the Dresden Files RPG which is a great source book, but doesn't grab me as a system.
So what are you using to simulate modern careers and education? Are you adding Skills as in MS&PE (and some unofficial T&T supplements) Talents from one of the 7th Editions, a modern version of AD&D Secondary Skills or the more detailed Non-weapon Proficiencies, a 'just write it down on the character sheet and we'll wing it'-or something else entirely?
If you're still in in the 'undecided' column so far, I have a suggestion:
Background-based on your character's past choose a current Career (or a previous Career if currently unemployed or fast-food clerk etc). Also, pick one thing you do for fun and are pretty good at (Stamp collecting, dancing, theater etc). Whenever making an SR that your Background might influence, that SR is one Level lower. Gaining additonal Background is between Player and GM, and is usually story-driven.
Complications (optional)-at start of play, the Player may choose one Complication for the PC. It could be a physical limitation or medical complication, a social complication(illegal alien for example), lack of a common skill for his or her culture(never had a driver's license, can't swim etc) or a mystic complication('cold iron affects me like Poison Ivy 'cause Grandma was Sidhe'). Whenever this Complication affects the PC in a negative manner, the GM awards a quick 40 AP to the Player. A complication may be erased, altered or gained based on Player/GM agreement and the needs of the Story-and is often considered a crucial Turning Point in the PC's life.
Once you're running the campaign-and if you have time-we'd all love to hear some Actual Play reports!
Sig Under Construction...please reduce surfing speed.
Those are really good ideas Order-99 and are a nice T&T adaptation of one of the themes of the Dresden RPG (complications).
I was going to run with Talents. Careers and hobbies are nice ideas. I probably would use that kind of background detail for minor gimmes (i.e. no roll needed for cooking a great meal if you are a chef, or for getting a number plate if you are a cop)
Consider them duly stolen, and an exalt for your trouble.