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Topics - Stirge

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DFRPG / Affliction (Status Effects in DFRPG)
« on: November 22, 2013, 11:24:41 PM »
Hello! I was running into trouble creating some characters for the Worm campaign I've been running, mainly due to the lack of status afflictions in the Dresden Files RPG.  To fix this, I wanted to create a sister power to Incite Effect that focused more on getting specific advantages from invoking aspects.  While this can theoretically be done in the system already, I wanted a way to do it reliably and at Refresh cost that makes sense.  If this system works, I'm sure we can apply it to Spells eventually as well.

Affliction [-Varies]
Description: With your powers you can inflict a particular negative status effect on an opponent.  This may manifest in a variety of ways.
Skills Affected: Any.
Effects:
Affliction. Pick a type of effect and a skill that's related to that type of effect. You can use that skill to perform maneuvers related to that type of effect against anything you can touch.  As soon as you perform the maneuver, you may tag it immediately for an invoke that inflicts a specific status effect on the target (see below).  The target is afflicted by the status effect as long as the aspect remains.  If the target wants to remove the aspect, they must make a successful counter-maneuever against your initial maneuver roll (see pg. 207-208 of Your Story).   Unlike most maneuevers, you do not need to keep your attention on the afflicted target to maintain it.
(Rules Balance - Maybe there should be a cumulative bonus for people trying to overcome a maneuver, like +1 for each roll after the first?)

Inconvenience [-1]: At the cost of 1 Refresh you can inflict statuses that inconvenience your opponent.

Nausea: The target of this Affliction has to concentrate to do anything.  They cannot take supplemental or free actions.
Examples: Brain Freeze, Distraction, Headaches, Sickness.

Paralyze Limb: This power affects the opponent's anatomy.  The target of this Affliction takes a -2 penalty whenever they try to do anything with the targeted body part.  If the hands/arms are chosen, they receive a -2 penalty to Might/Weapons, if Legs are chosen they receive a -2 penalty to Athletics, if the head is chosen they receive -2 to Scholarship and Lore rolls, etc...
Examples: Brain Drain, Paralyze Limb.

Impair [-2]:  At the cost of 2 Refresh you can inflict statuses that impair your opponent.

Immobilization: Choose a set of limited set of actions that are blocked for your opponent.  They can't do your choice of Movement, Attacks, or Cast Spells/Use Abilities.  In essence this is a limited, persistent Block.
Examples: Power Sealed, Snare, Legs Frozen

Slow: Your opponents actions are slowed.  They receive a -2 to All Physical actions, their Alertness is considered 2 less (changing their intiative order).
Examples: Paralytic Poison, Time Distortion.

Sensory Loss: Your opponent loses a sense (Sight, Hearing, Smell/Taste, or Touch).  They cannot succeed Alertness checks with that sense and may have difficulties keeping track of others and their surroundings. (Needs more mechanical weight)
Examples: Blind, Deafen.

Debilitate [-3]: At the cost of 3 Refresh you can inflict statuses that debilitate your opponent.

Fear: The target must run away at the best of their ability, sprinting if possible.  After each move they may make a  counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Shock and Awe, Terrify

Stunned: The target cannot take actions until the aspect is removed. (Should they be allowed a supplemental move?)
Examples: Hypnosis Paralyzation, Trapped by a Barrier. (This defense vs. this power is usually tied to Discipline for mental effects or Endurance for physical ones)

Venomous: After this round, the target suffer damage every round with a number of shifts equal to the initial maneuver.
Examples: Poisoned, Set Afire

Safely Take Out [-4]: At the cost of 4 Refresh you can inflict statuses that take out your opponent at no risk to them.

Stasis: Your opponent is taken out but can’t be hurt or influenced in any way.   Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Dimension Shift Away, Frozen in Time.

Shunt: Your opponent is teleported a long distance away (equal to a number zones up to 10 x your successful shifts).  Unlike other aspects, this one ends as soon as it is tagged.
Examples: Gust of Wind, Teleported Away

Dangerously Take Out [-6]: At the cost of 6 refresh you can take out an opponent in a way that makes them dangerous to other enemies.

Dominate: Your opponent must follow commands you make to the best of their ability.  You do not gain any special way of communicating with your target.  Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Charmed, Possessed by a Spirit.

Petrify: Your opponent is unable to do anything, including perform a maneuver to free themselves (though others might be able to).  They may concede otherwise any action done against them while they are afflicted can take them out. (Serious balance issue)
Examples: Force Choke, Petrification, Stroke.

Upgrades: This ability has most of the upgrades that Incite Effect does (Potent gives an additional +2 bonus to performing the Maneuever, for instance).  There are also lots of potential Limitations. Affliction (Hyposis) might be Stun [-3] with a Limitation: This aspect ends if the target is attacked [+1/2 Refresh].

Comments/criticism/suggestions and any other help is welcome!

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DFRPG / Worm rules subset for DFRPG
« on: October 29, 2013, 08:30:58 AM »
Introduction

Worm: http://parahumans.wordpress.com/about/

This thread is inspired by two others, the first is of course the work of Sanctaphrax and others in the 'Statting Up Worm Characters' thread.  I blame y'all for me catching the Worm bite.  The second was the Worm PBP game thread.  While I haven't fully read the latter, it made me think about how I'd port over the Worm universe into the DFRPG.  At first glance, Blasters/Strikers/Bruisers/Movers seem easy enough, using the core DFRPG + powers others have created.  In the end though, I felt we needed a lot of custom rules.  A lot of the following is theory crafting and not yet properly worded to be used for rules, my main goal right now is to get people brainstorming about a base subsystem for Worm

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Goals for the System:
1) Have something usable when someone wants to run a DFRPG in the Worm universe!
2) Have character archetypes/trees based off of the twelve types of powers in the universe.
3) Keep true to the moderately rules-light nature of the DFRPG.

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Worm-based House Rules:
1) Compared to the DFRPG, I imagine most Worm Characters will have higher refresh compared to skill points than the current DFRPG categories (There's a good number of 20 skill point, 12 refresh characters running around, for instance).

2) That said, there's probably a Powers based ability like the following:

Skilled [-1]: Gain 3 points worth of skills.  You may take this ability multiple times.  Skills may not go over your Skill Cap and this power doesn't affect how well you use Powers.
    Jack of All Trades [-1]: Get a +1 bonus to skills that are Mediocre or Average for you.  You may take this multiple times, each time increasing the highest category this effects.

Ex: A character like Viktor might have taken Skilled and Jack of All Trades a few times, with an aspect called "Psychic Vampire" which lets him invoke it for effect to deny opponents uses of their skill checks or for the GM to Tag it saying Viktor doesn't have that skill available at a critical juncture).  He possibly has a Modular or Variable ability that grants him access to different stunts..

3) ‘Capes’ replaces ‘Lore’ (Tinker, who use a version of Thaumaturgy Crafting generally have to understand how powers work to replicate them)

4) Powers require a character to have two Aspects - one related to their Trigger Event and another for their Powers (either of these might be rolled up in a particular character's High Concept or Trouble).  A Secondary Trigger Event requires a third aspect to be required.  A character's base (unmodified) ‘Discipline’ or ‘Conviction’ (higher of the two) governs the use of most powers. 

5) Characters should be able to use fate points to stunt off a Variable Abilityrelated to their power spontaneously in a combat.  Taylor, Panacea and other characters do this frequently.

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Common Stunts/Powers:  Some powers are more common than others.  Inhuman Strength/Speed/Toughness/Recovery and Super Senses all seem to be common powers along with:

Power Immunity [-1]: Immune to one's own powers, or very very similar powers. (Exception: Tinkers)
    Wide Coverage [-1]: Immune to powers similar to ones own (all fire attacks for Sundancer, this is weak and probably should allow an additional Mild Consequence of the appropriate category)
Power Specialization [-1]: +1 to all rolls concerning your powers.
    Extra Strength Passenger [-1]: Additional +1 to all rolls concerning your powers.

Common Add-Ons to Powers: These can be added on to virtually any other power

On/Off Switch [-1]: Works on powers that are normally always on (Size powers, Living dead, etc...)
Additional Effect [-1]: Ties one power to another (Teleport + Duplication, Oni Lee) - similar to the Incite Effects add on.  (If too strong, may require a supplemental action).
Variable Ability [-1]: Can sub power for a lesser mode (Taylor substitutes her Master power for Incite Effect offensive maneuver).
Trade-Off [-0]: Permanent +X to attack, -X to stress on an attack power (or vice versa) where X = 1-3.
    (For the more accurate version of the stunt, if the attack succeeds by X or less, it doesn't inflict additional stress.)
    Choice [-1] Can choose which modification (or neither) when using the ability.
Grant Power to Others [-2/-0]: See Trumps, below

Common Drawbacks:
Requires Juice [-1]: Take a mental stress every time you use this power.
Doesn’t Turn Off [-0]: On powers that you normally control - this is more of a Trouble or Aspect than an actual modification.

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Next: The Twelve Types of Capes.

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DFRPG / Crossroads Demon Stats?
« on: August 06, 2013, 06:56:55 AM »
Has anyone ever tried statting up a Crossroad Demon (ala Supernatural and other myths)? I feel like their deals would be somewhat of a GM Fiat nature but am curious how people have statted them up overall.

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