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Wie sehen eure Städte aus?

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Samael:
Welche Städte habt ihr als Setting für euer Spiel auserkoren?? Reale? Erfundene? Was dazwischen?

Was sind eure Locations, Themes, Threats und die Faces dazu?

Vielleicht stellt ihr auch die ausgefüllten Formulare dazu hier ein?
Vie

LordBorsti:
Meine Gruppe spielt in Prag so um die Jahrtausendwende (2000).

Ich hatte in einem anderen Thread ein Brainstorming veranstaltet, bei dem du dich glaub ich auch beteiligt hattest. Das Ergebnis dieses Brainstormings plus input von meiner Gruppe hatte ich hier gepostet: http://tanelorn.net/index.php/topic,76410.msg1635764.html#msg1635764

Vor dem eigentliche Kampagnestart hab ich das Ding nochmal überarbeitet. Jetzt nach einem Jahr Kampagne, sieht natürlich einiges anders aus.

Samael:
Und, wie sind deine Erfahrungen mit dem System bisher verlaufen?

LordBorsti:
Ziemlich gut.

Ich hab zusätzlich noch ein Geheimnis-Deck entwickelt (jedes wichtige Element der Spielwelt ein Geheimnis, dass die Spieler in passenden Momenten aufdecken können).

Ansonsten habe ich bei den Organisationen und Faces Motivationen und Ziele hinzugefügt. Das fehlt meines erachtens noch um vernünftig improvisieren bzw. Szenarien entwickeln zu können.

ElfenLied:
Eine meiner Gruppen spielt in Montreal in der heutigen Zeit. Wir haben die Stadt so genommen wie sie ist und einige lokale übernatürliche Mythen eingefügt. Faces sind z.B. bekannte kriminelle Organisationen wie die Rizzuto Mafia.

Der Stadtbogen sieht dann folgendermaßen aus:
(Klicke zum Anzeigen/Verstecken)Threat:

Aspect:    Sharks Among Minnows

Idea: Strong Preying on the weak
- Strict Gun Laws.  The weak are hampered by it, the Strong use it to their advantage...

Factions/Faces
Mafia (preying on the Mortals)
Fomor (Preying on the Criminals)
Politicians (Preying on the Ignorant)
A face at the Docs


Theme:

Aspect: Long Winters, Cold Nights

The Idea: Grim City.  Nights are long and dangerous.  People are scared and wary
- Don't get me wrong, Montreal is beautiful in the summer and it get extremely hot and muggy but I like the idea of having most of the action happen in winter-time. Dark, overcast days and the nights are longer giving predators more time to be about. It's harsh and people don't really mull about when it's cold.  Makes things less friendly. The whole thing implies "indoors" are "cozy" and safer, in general, as well.

Factions/Faces
Winter Court
Fomor
A face that's in charge of the winter carnival


Theme

Aspect: A Sleeping Mountain

The Idea: The mountain is Mount Royal but it represents the city as a whole(Montreal literally means Mount Royal)...a city unaware of what is about to take place...
-Sleeping is the lost First Nations Diety.
-Sleeping also represents the "powder keg waiting for a spark"...  Will awaken imminently.
-Powers that "were" coming to the fore:  Native Powers, Fomor
-Sleeping:  so many people ignorant of the Truth of the supernatural and the dangers.
-Catholics desire to keep the past from coming back.  Religious factions warring

Faction/Faces
Native Council Wizard
Sleeping Diety
Fighting Monks of St. Josephs Oratory
Religious Figure XXX
Political Factions hiding the Truth (Klicke zum Anzeigen/Verstecken)NameMafia - Rizzuto's
IdeaThe Top Dog. Trying to maintain power but sliding.  An organization in flux
ThreatSharks among Minnow;


Mafia - Caprioli
The Idea:  Deposed Crime Syndicate.  Trying to survive and waiting for an opportunity to come back
ThemeThe Sleeping Mountain
Faces:

Fomor
The Idea:A power from another time coming to claim its stake. Gain access to St. Laurence -Major waterway.
ThemeThe Sleeping Mountain; Theat Shark amoung Minnows

White Court?
The idea:Preying off
Theme:Long Winters, Cold Nights; Threat Shark among minnows

Red Court
The Idea: Ousted before they could get a foot-hold.  Disorganized.  Gathering info and looking for allies.
ThemeLong Winters, Cold Nights

Winter Fae:
The Idea:
Theme:   Long Winters, Cold Nights

Missionaries Of Brother Andre (Fighting Monks)  Needs a better name.
The Idea:A group of fanatical Faithful defending the city from the horrors of the Night.
Theme:The Sleeping Mountain
Location:St. Joseph's Oratory

Hells Angels
The Idea
Threat:  Shark amoung Minnows.
(Klicke zum Anzeigen/Verstecken)The Old Port
St. Catherines Street: Strip Club/Bar cenral Red light district is pretty close by.
McGill University One of the most prestigious Universities in the country
(Klicke zum Anzeigen/Verstecken)Place:The Bar Fly
Description: Nice Little Dive Bar
Aspects:Eyes and Ears Everywhere; Dirty Tables and Cheap Beer; Blue Grass Wednesdays
Face:Emanuell Deshotel; Information BrokerSt. Josephs Oratory: Massive church. Contains the heart of a saint.  Secret order of monks??
Hochalaga: Some kind of Native Spirit local?
Police Station
Mount Royal:  Place of Power (politically, historically and...magically??)
(Klicke zum Anzeigen/Verstecken)Le Mélange Magique
Decripiton: Canda's Largest Exporter of Occult Goods
Aspects: If you need it, We got it;  Weird Stuff and Weirder People
Face:Robyn Stroll, Manager (Klicke zum Anzeigen/Verstecken)The Flame-haired Lass - Irish pub

The Flame-haired Lass (or 'Lass' for short) is a moderately sized pub a few streets off the beaten track from the city center that is best described as "Comfortable", its fittings well worn and polished smooth by constant use over the years.
The building itself has existed for nearly seventy years, having been a tavern of one stripe or another for most of that time, but was only converted to an Irish pub a decade ago by Finn McDann, at that point a recent immigrant.

Known for its live music most nights, traditional Irish fare, friendly atmosphere and a very abrupt approach for troublemakers of all kinds (trying to start a fight or 'bothering the patrons' will get you tossed out with little preamble), the Lass manages to combine homely and lively in a very Irish way.

And of course, red-haired girls drink at half price.

Aspects: Warm and Friendly, Historic Building, No rest for the wicked, Good place to drink in peace.

Links: Brigid is a frequent sight at the 'Lass, singing there several nights a week and sometimes helping out Finn as a barmaid. She may not be the most talented singer in the world but she's still very good, and sings the old Gaelic folk songs like one born to the language. The regulars sometimes refer to her as the 'little warrior' after forcibly ejecting someone from the pub for groping her. She's on a first name basis with many of the patrons, and considers the 'Lass a little piece of home away from home.

Face: Finn McDann
Finn is a warm and welcoming man whose personality matches his bar particularly well. Of average height with a twice-broken nose and an easy smile, you'll find Finn either serving behind the bar or playing up a storm on his old fiddle.

Intellectually Finn knows that there's no such thing as faeries and spirits and whatnot, but deep in his heart he believes in them all the same, the spirits and tales of Old Ireland being almost like a personal religion to him. He feels that there's something 'more' about Brigid than on the surface, with the way she sometimes drops into fluent Gaelic speech and knows things about Irish Legends that he hasn't been able to find anywhere else. Some part of him believes that a part of the spirit of the Old Country is in her, and he's taken to nicknaming her 'little spirit'.

Aspects: Devil on the fiddle, New home new beginnings, Carrying the old country, Heartfelt believer (Klicke zum Anzeigen/Verstecken) (Klicke zum Anzeigen/Verstecken)Charlie Hawthorne
HC: Apprentice Clockmaker
Trouble: Raw Nerves (Charlie is easily shaken/intimidated)
Other: Community Watchman

Skills:
+4: Craftmanship
+3: Rapport; Empathy
+2: Discipline; Scholarship; Alertness
+1: Athletics; Contacts; Conviction; Endurance

Stunts:
Clockmaker (Pocket Watches): You not only craft items, you’ve studied them deeply. Gain a +1 whenever using Craftmanship as a knowledge or perception skill to research or study a craft. Gain an additional +1 in a specific, broad area of crafting (e.g., sculpting, widdling, clockmaking), and another +1 in a yet narrower area (e.g., digital clocks, pocket watches, grandfather clocks) for a total +3 whenever dealing with your area of greatest expertise.

Monkey with a Wrench: Sure, building and fixing is nice, but taking things apart is more satisfying. When using Craftsmanship to take something apart, gain a +1 on the effort and get it disassembled one time increment (page 315) faster.

Best Foot Forward: People just like you, especially when you’re deliberately trying to make a good first impression (page 138). You gain a +1 on your roll to make a good first impression, and failing that roll cannot give you a negative temporary aspect or make the situation worse.
(Klicke zum Anzeigen/Verstecken)Trevor Mackelmore
HC: Delivery Man
Trouble: Items, Hot off the Truck
Other: Gift of Gab; Stand-up Guy

Skills:
+4: Contacts
+3: Burglary; Presence
+2: Resources; Rapport; Empathy
+1: Driving; Fists; Might; Stealth

Stunts:
I Know Just the Guy: When you’re looking to gather some information from your network of contacts, you have unerring instincts for finding the right person, fast. When using the Gathering Information trapping (page 123), your efforts are at a +1 and are 1 time increment (page 315) faster.

Ear to the Ground: You have your fingers on the pulse of things, with plenty of friends who can give you a heads up. The difficulty of any Getting the Tip-Off (page 124) roll is reduced by two.

Windfall: You’re occasionally able to tap into more Resources than usual, such as cashing out stocks or receiving a periodic disbursement from a trust fund. Once per adventure, you may spend a fate point to make a single Resources roll at +4.
(Klicke zum Anzeigen/Verstecken)"His Amused Lordship Keldan"
Keldan treats much of what he encounters in life with an air of amusement.  He is supremely confident in his own power, and very little can pose an actual threat to him, so why not laugh?  Sophie's defiance and strength amused him, and he is entertained by her as much as he may find her useful to him.

"Treading on Ice"
It can be difficult to tell whether or not ice is safe to walk on - the ice that looked comfortingly thick a moment ago can break under your feet, plunging you down into the cold and dark.  Keldan is difficult to read - under that air of amusement, it's hard to tell what he's thinking.  His whims can change quickly, and that can be dangerous, especially for those who find themselves in his power.  I'd consider this his trouble - though Sophie doesn't know it, his rapidly changing whims can also be dangerous to Keldan himself.

"This is My Place of Power"
Keldan is used to having a fair amount of influence and power in Montreal - he is at home here, especially on the water.  He acts as if he owns the place, even if that's far from the truth.

(Klicke zum Anzeigen/Verstecken)Geno Rizzuto
High Concept: Deposed Mafia Heir
Trouble: Subordinate to a Traitor
Background: Groomed for Leadership
Rising Conflict: Inside Man
Other: Respecting the Traditions; Treading Lightly
Description
From the time he was 12, Geno was groomed to take over the Family business.  The Don's son was straight forward in telling the family that he wanted to stay out of crime so it was the Don's First nephew that became the logical choice.  He was introduced and trained by the "Inner Circle" and gradually made familiar with the contacts and tricks of their trade.  Geno is a distant cousin of Basilio's.  Basilio's age is what makes the relationship distant, but they have a close relationship alike an uncle and nephew.

Rocko Caprioli
High Concept: Illigitamate Mafia Don
Trouble: Too many agendas - and they're not all mine!
Background: Raised in an Ousted Family
Rising Conflict: Opportunist
Other Aspects: I know something You Don't; It is my destiny
Description
When the Rizzuto's ousted the Caprioli's as head of Crime in Eastern Canada, they continued their dealings on a smaller scale in relative obscurity.  The rivalry has always been strong and the Caprioli's have been building to regain their supremacy.  They've gone through several bosses and leadership changes.  Rocko has been raised working in the Rizzuto Mafia but is related to the Caprioli's.   He recently leaded a "coup" against Geno Rizzuto when the Don, Vito, went to jail.  He is young at age 25 and is far removed from the rivalry and treachery that happened between the two families in the seventies, but still harbours some of the hatred to his Rizzuto cousins.  So while he leads things, his loyalty is still to his Caprioli background. He'd like to bring the Caprioli name back to its former glory.  He's secretive and has dealings with various groups that the rest of the clan are unaware of.  He's mean and pragmatic.  Basilio hates him for his brashness and wants him gone, but is unwilling to get involved.

Emanuel Deshotel (Face of The Bar Fly)
High Concept: Old time Burglar turned information Broker
Trouble: Age-worn skills
Background: Anything to Survive
Rising Conflict: Know when to hold 'em
Other: Greedy Bastard with a Penchant for the Drink; Freelancing
Description
Emanuel or "Manu" as he's known is 70 years old and loves to sit and drink at the Bar Fly.  Back in his day, he was one of the best Burglars in the city.  Early on in his career he butted heads with the Caprioli's but he pulled off a job for them that brought them in a lot of money and managed to redirect a lot of Law Enforcement intelligence.  His payment for that job was that he got to work freelance and be sanctionned by the Mob.  This continued even after the Rizzuto's took over.  He was a legend in his time, but age and arthritis has caught up with him.  In his fifties, knowing the business fairly well, he became a fence and made many more contacts.  After ten years of this, his past caught up with him and he was arrested.  Looking at a twenty year sentance, he called in one last favour from the mob.  With the help of the Lawyers and a few properly placed bribes, Manu was released.  He quit the business after that, spending what little he squirrelled away at the bar, keeping tabs on the pulse of the underworld.  He knows lots of people and he's willing to give some "advice" for the right price.
(Klicke zum Anzeigen/Verstecken)High Concept: Rosie the Restaurateur
Trouble: Softie at Heart (She empathizes easily with people, which makes her likable, but it also makes her easier to manipulate)
Other Aspects: This Reminds Me of That Time When... (Rosie has a story for everything; they're often useful but not always pleasant memories); More Than a Restaurant (The restaurant has been in her family for generations.  It means as much to Rosie as her home.)

Skills:

+4: Empathy
+3: Rapport, Scholarship
+2: Presence, Resources, Contacts
+1: Alertness, Craftsmanship, Conviction, Performance

Stunts:

Ear to the Ground - You have your fingers on
the pulse of things, with plenty of friends who
can give you a heads up. The diffculty of any
Getting the Tip-Off (page 124) roll is reduced by
two.

Read the Surface - You can get a sense of
someone quickly when trying to “read” them
(page 129). Your first attempt to read someone
takes less than a minute of interaction, instead
of the usual ten. Any subsequent efforts with the
same person do not enjoy this benefit.

Leadership: When you talk, people listen.
When using Presence to command a group
(page 137), gain +1 on the effort. Further, your
efforts to coordinate a group are efficient,
moving  one time increment (page  315) faster
than normal.

Best Foot Forward: People just like you, especially
when you’re deliberately trying to make
a good first impression (page 138). You gain a +1
on your roll to make a good first impression,
and failing that roll cannot give you a negative
temporary aspect or make the situation worse.
(Klicke zum Anzeigen/Verstecken)Spencer Dunbar

High Concept: Spacious' Courier
Trouble: Law of Conservation
Background: Distance is Relative
Rising Conflict: I am the Hero

SKILLS:
+5 Superb: Conviction, Discipline
+4 Great: Alertness, Lore
+3 Good: Resources, Athletics
+2 Fair: Craftsmanship, Endurance, Scholarship
+1 Average: Deceit, Empathy, Intimidation, Presence, Rapport

STRESS
Physical: OOO
Mental: OOOO
Social: OOO

CONSEQUENCES
Mild:
Mild Mental:
Moderate:
Severe:
Extreme:

POWERS:
UNDYING [-0]

SPACE MANIPULATION [-4]

EVOCATION [-2]

LAWBREAKER FIRST [-2]
LAWBREAKER FIFTH [-1]

Refresh Level: 11
Modified Refresh: -9
Total Refresh: 2
Unsere andere Kampagne spielt in Frankreich zum Zeitpunkt des zweiten Weltkriegs.

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