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Table of Contents
Credits 3
Table of
Contents 4
Introduction 7
- Chapter One -
Harry’s World
Harry’s World 10
Maxims of the Dresdenverse 10
What’s Out There? 13
Current Situation 14
- Chapter Two -
The Basics
Here’s the Deal 16
Things You Should Have 16
Dealing With the Dice 16
What Are Fudge Dice? 16
The Ladder 16
Rolling the Dice 17
Difficulty 17
What’s On Your Character
Sheet 17
Skills 18
Aspects 18
Mortal Stunts 18
Supernatural Powers 19
Fate Points 19
Refreshing Fate Points 20
Earning New Fate Points
During Play 21
…And Off You Go 22
- Chapter Three -
City Creation
The Living City 24
So What Do We Do? 24
Getting Ready to Make Your
City 25
Choose Your City 26
Familiarize and Discuss 26
Researching Your City 26
The Vancouver Method 28
Coming to a Consensus 28
Intentional Inaccuracies 30
A City Full Of Problems 30
Themes of a City 30
Threats to a City 31
Making Themes and Threats
for Your City 31
Getting the High-Level View 33
Someone Cares About the
City 33
Mortal Response to the
Supernatural 35
Locations in Your City 37
Getting Ideas 37
Recurring Locations 39
Locations and
the Supernatural 39
Themes and Threats of
Locations 40
Bringing It Together 40
People in Your City 41
High Concept 41
Motivation 42
Faces of Locations 42
Faces of Themes and Threats 44
Tying Characters Together 44
The Protagonists 45
Finalize Your City 46
Wrapping It Up 48
Non-City Games 48
On-The-Fly City Creation 49
- Chapter Four -
Character
Creation
Character Creation Is Play 52
Your Character Idea 52
Choose a Template 53
High Concept 54
Trouble 55
Names 58
The Phases 58
Where Did You Come
From? 59
What Shaped You? 59
What Was Your First
Adventure? 60
Whose Path Have You
Crossed? 61
Who Else’s Path Have You
Crossed? 63
Finish Up Your Character 65
Skills 65
Stunts and Powers 66
Final Refresh Level,
Fate Points, Stress, &
Consequences 68
Conclusion 68
Quick Character Creation 68
Minimal Preparation 69
On-the-Fly Character
Creation 69
- Chapter Five -
Types &
Templates
Let’s Get Cooking 72
Pure Mortal 73
Champion of God 73
Changeling 74
Emissary of Power 75
Focused Practitioner 76
Knight of a Faerie Court 78
Lycanthrope 79
Minor Talent 80
Red Court Infected 80
Sorcerer 81
True Believer 82
Were-Form 82
White Court Vampire 84
White Court Virgin 85
Wizard 86
- Chapter Six -
Advancement
Change Happens 88
Milestones & Characters 88
Minor Milestone 88
Significant Milestone 89
Major Milestone 90
Changing the Defaults 91
Mid-Session Power
Upgrades 91
Advancing Cities 93
Themes 93
Threats 94
Locations 94
Faces and Other NPCs 95
- Chapter Seven -
Aspects
What Are Aspects? 98
Using Aspects 98
Invoking Aspects 98
Compelling Aspects 100
Interacting With Other
Aspects 105
Invoking Other Aspects 106
Compelling Other Aspects 107
Creating Character Aspects 108
“Positive” Vs. “Negative”
Aspects 109
Situation Vs. Story 110
Heating Things Up 111
Getting on the Same Page 112
Creating and Discovering
Aspects in Play 113
Guessing Aspects 113
Temporary Aspects 114
Assessments 115
Declarations 116
Sample Aspects 117
- Chapter Eight -
Skills
What Are Skills? 120
- Chapter Nine -
Mortal Stunts
What Are Stunts? 146
What Stunts Do 146
Mortal Stunts vs.
Supernatural Powers 146
Building Mortal Stunts 147
Adding New Trappings 147
Extending Existing
Trappings 148
Examples of Mortal Stunts 149
- Chapter Ten -
Supernatural
Powers
What are Powers? 158
Creature Features 162
Faerie Magic 166
Items of Power 167
Minor Abilities 169
Nevernever Powers 170
Psychic Abilities 172
Shapeshifting 174
Speed 178
Spellcraft 179
Strength 183
Toughness 184
True Faith 187
Vampirism 188
- Chapter Eleven -
Playing The Game
Taking Action 192
Non-conflict Actions 192
Simple Actions 192
Contests 193
Assessments 195
Conflicts 197
Running Conflicts 197
Social Conflicts 215
Mental Conflicts 217
Additional Advice for Social
and Mental Conflicts 219
Recovering from Conflicts 220
- Chapter Twelve -
Living With
Magic
I, Spellslinger 222
Wizard Biology 222
Wizard Senses 222
The Sight 223
Soulgazing 226
Hexing 228
Thresholds 230
The Laws of Magic 232
Breaking the Laws of
Magic 232
The First Law 235
The Second Law 237
The Third Law 238
The Fourth Law 240
The Fifth Law 241
The Sixth Law 243
The Seventh Law 244
- Chapter Thirteen -
Spellcasting
The Art of the Spell 248
Evocation 249
Inherent Limitations 250
How to Do It 250
What You Can Do With It 251
Elements 253
Gathering Power 255
Controlling Power 256
Focus Items 256
Backlash & Fallout 256
Rote Spells 257
Other Parameters 258
Thaumaturgy 261
Inherent Limitations 261
How to Do It 262
What You Can Do With It 262
Determining Complexity 264
Preparation 266
Adjudicating Preparation 268
Casting the Spell 270
Using Help 272
Types of Thaumaturgy 272
Sponsored Magic 287
Inherent Limitations 287
How To Do It 288
What You Can Do With It 288
The Sponsor’s Agenda 289
Types of Sponsored Magic 290
Examples of Magic 293
Example Evocation Spells 293
Example Thaumaturgy
Spells 296
Example Focus Items 301
Example Enchanted Items 303
Example Potions 303
- Chapter Fourteen -
Running
The Game
What the GM Does 306
Running City and
Character Creation 306
Choosing Aspects 306
Starting and Ending Scenes 307
Starting Things Off 307
When a Scene Isn’t a Scene 307
Making the Transitions 308
Adjudicating the Rules 308
When to Call for a Roll 309
Setting Difficulties 310
Dealing with Time 314
Adjudicating Aspects 316
Adjudicating Skills 318
Adjudicating Powers and
Stunts 323
Other Situations 324
Creating the Opposition 326
Types of NPCs 327
Scaling the Opposition 331
- Chapter Fifteen -
Building
Scenarios
The Nuts & Bolts of
Storytelling 340
Assemble Aspects 340
Choose Emphasis 341
Make Connections 342
Tension-Based Connections 342
Cooperation-Based
Connections 342
Create Scenario Ideas 343
Using Tension-Based
Connections 343
Using Cooperation-Based
Connections 344
Putting It All Together 345
What to Do With Outlying
Connections 345
Create Opening Scene
Hooks 346
Begin at the Beginning 346
Planning Ahead 347
Create Additional Details 349
The Scenario in Play 350
Dynamic NPCs 351
NPCs and Fate Points 351
Ending a Scenario 353
Alternate Scenario Creation
Methods 354
Starting with NPCs 355
Improvising 355
Keeping It Going 356
- Chapter Sixteen -
Nevermore/
Baltimore
Introduction 358
What’s What in Baltimore 359
The Mundane Community 359
The Supernatural
Community 360
What’s at Stake: Points
of Conflict 360
Themes and Threats 362
Who’s Who in Baltimore 362
Vampires 362
The Fae 364
Ghoul Clan Ereshkigal 364
The White Council 365
Other Factions
and Organizations 365
Individuals 367
What’s Where in Baltimore 389
The Fall Line 389
Federal Hill Park 389
Fort McHenry 389
Fort Carroll 390
The Washington
Monument 391
National Aquarium 391
The “East Green” 392
Fells Point/Canton 392
Johns Hopkins Hospital 392
Edgar Allan Poe House and
Museum 393
The Montrose Estate 393
Clifton Gate House
(Heritage High School) 393
Francis Scott Key Bridge 393
Neutral Grounds 394
Basilica of the National
Shrine of the Assumption
of the Blessed Virgin
Mary 394
Maryland Men’s State
Correctional Facility at
Baltimore 395
Glossary of
Game Terms 396
Index 403
Nin:
BETA
Credits 3
Table of
Contents 4
??? 5
- Chapter One -
Old
World Order
Welcome to the
Old World Order 12
Supernatural Politics and the
Unseelie Accords 12
There Is No Spirit of the
Law 13
Getting Screwed By the
Letter of the Law 13
Supernatural Factions 14
Mortals 14
The White Council 15
The Knights of the Cross 17
Vampires 17
Faeries 19
The Order of the Blackened
Denarius 20
Freeholding Lords 20
Outsiders and Old Ones 20
The Circle 21
Supernatural Conflicts That
Could Kill You Right
Now 22
The Vampire War 22
The Secret War 23
The Objectives of the
Denarians 24
In Conclusion 24
- Chapter Two -
What Goes Bump
What Goes Bump 26
Encountering the
Supernatural 26
Supernatural Heavyweights 26
Entities of the Nevernever 27
Common Occult
Countermeasures 27
What’s Out There 28
Angels 28
Constructs 29
Demons 32
Dragons 36
Faeries 36
The Fallen 53
Ghosts 54
Ghouls 56
Gods 58
Hecatean Hags 58
Mortal Practitioners 60
Mortals 65
People of Faith 71
Old Ones and Outsiders 73
Scions 76
Spirits 79
Thralls 80
Valkyries 81
Vampires 82
Warped Animals 89
Werewolves 90
Zombies 93
- Chapter Three -
Who’s Who
The Faces of the Cases 96
- Chapter Four -
Occult Chicago
Welcome to Chicago 242
Chicago’s Themes 243
Blood and Butchery 243
Blues 244
“The City That Works” 244
Corruption 245
Fire 245
Flesh 246
Futures 246
The Grey City 247
“I Will” 247
Magical Architecture 247
Rivals Clash 248
Sky-scraping, Sky-scraped 248
Urbs In Horto 249
Water 250
The White City 250
The Street Level:
Chicago’s Neighborhoods 251
The Loop 252
Near North Side 252
Gold Coast 253
Cabrini-Green 253
Lincoln Park 253
Wicker Park 254
Bucktown 254
Wrigleyville 254
Uptown 255
Northwest Side 256
Grant Park 256
South Loop 257
Near West Side 258
Pilsen 258
Chinatown 258
Bronzeville 259
Hyde Park 259
Englewood 259
Bungalow Belt 260
Index 261
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--- Zitat von: Horatio am 7.04.2010 | 00:32 ---Kenn "The Wire" leider nicht, aber das Baltimore Chapter gibt es als kostenloses Preview hier :).
--- Ende Zitat ---
Dankeschön. FWIW: The Wire unbedingt anschauen. & FWIW: Für was The Wire-artiges taugt die Dresden Files-Baltimore-Beschreibung IMO eher nicht.
Blechpirat:
Danke. Vor allem auch für das Inhaltsverzeichnis - super.
Aber ob ich kaufen muss, weiß ich immer noch nicht. Wer will den in Berlin spielen?
rollsomedice:
Natürlich musst du ;-)
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