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Messages - HobbitGuy1420

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121
DFRPG / Re: New list thread: custom Items of Power
« on: December 14, 2010, 06:57:49 AM »
Objection withdrawn.  Play on!

122
DFRPG / New list thread: custom Items of Power
« on: December 14, 2010, 05:55:53 AM »
Like the title says.  Items of Power can be more than Refresh rebates for your characters - they can be sources of really great thematics.  Share!

My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout.  This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung.  Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.


It Is What It Is: A false eye.  Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead.  The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception.  
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow.  
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.

123
DFRPG / Re: CF on a Grand Scale
« on: December 10, 2010, 04:20:42 AM »
Anyone who's not directly interacting with the heroes, roll and add the average of their highest combat stats.  That's how well they're doing in the chaos - throw in snippets of background description to show what's going on.  Someone starts interacting with the characters (or vice versa), take their roll as an indication of how well they're doing, stress/consequence-wise.  Fudge it a lot, if you need to.

124
DFRPG / Re: Catch Ideas
« on: December 09, 2010, 04:32:54 AM »
A lot of these would depend on what the critter in question is - an obvious earth elemental?  Gonna be very easy to figure out that if you separate it from Mother Earth it'll lose its power.  John HumanGuise who happens to be a scion of Gaea?  less obvious.

125
DFRPG Resource Collection / Re: Custom Power List
« on: December 08, 2010, 09:23:38 PM »
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

126
DFRPG / Re: Supernatural power needs critique: Faith Healing
« on: December 07, 2010, 03:16:23 PM »
Debt tracks only come into play (if I understand it right) if you want to allow the player to invoke aspects without spending FPs.  I don't, really - I want the power to have a tangible cost when used, to keep it from being a "let's clear out everyone's consequences after every battle"

127
DFRPG / Supernatural power needs critique: Faith Healing
« on: December 07, 2010, 06:27:44 AM »
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

128
DFRPG / Re: Beginning character in advanced game?
« on: December 07, 2010, 04:27:36 AM »
Sorta depends on the playgroup, but I prefer to see 'em flowing like water, on both sides of the table.  Keeps the story interesting, with a lot of fancy Compels, and gives the players the moxy they need when they need to bust it out.

'sides, Compels are just fun!

129
DFRPG / Re: Having functional regular Ghoul NPCs
« on: November 09, 2010, 08:23:40 PM »
it's distinctly possible.  I've been playing a ghoul PC in a play-by-post game who runs a butcher's shop as a way to get most of the flesh he wants - and monster hunts for the rest.  White Court vampire causing trouble?  There's good eatin' on one o' them!

130
DFRPG / Re: Red Court infected and White Court Vampires oh my!!!!
« on: November 01, 2010, 04:54:16 PM »
I kill a white court vampire with magic.  Am I subject to temporal enforcement of the Laws by the Wardens?  No, because it's not Human.  The Accords, however, probably have things to say about it. 

Am I subject to the soul-twisting effects of the metaphysical Laws?  That's harder to say; if I recall the book right, it says "you are if it makes for a good story." 

In a game *I* was running... I'd say that white court virgins, red court infected, and maybe even full white courtiers would hit you with Lawbreaker if you killed 'em with magic.  They're all noted as mostly-human in many ways in the books.  I'd say that the cutoff is "does it have a soul."  We know from Thomas that Whampires have souls separate (if mingled) with their demons, so I'd rule that Lawbreaker applies.

131
DFRPG / Re: Benefit to Overshooting a Control Roll?
« on: October 29, 2010, 04:00:12 AM »
I had considered the complimenting option (which would grant only +1) better than the "use Discipline instead of Conviction for spellcasting" option, which would have the potential to grant an even wider benefit.

132
there are also sites out there that'll let you search for nearby gamers.  a quick Google search can sometimes lead you to a gaming table within 5 miles you'd never known was there.

133
DFRPG / Re: Benefit to Overshooting a Control Roll?
« on: October 28, 2010, 08:13:34 PM »
That's actually the same rule as for stunts, but on a more limited basis, or +1 for a broader application.  I think this evens out because (if I'm remembering the rules for one skill modifying another) a modifying skill only grants +1 to the skill modified.

if I'm wrong about that, someone let me know.  don't have the books here.

134
DFRPG / Re: Benefit to Overshooting a Control Roll?
« on: October 28, 2010, 07:40:44 PM »
::shrug:: call it a power, if you must.  I just called it a Stunt because it isn't really magical itself, it's just a sign of special training and experience.  Stunt or power doesn't make to much of a difference, once you've already got powers.

135
DFRPG / Re: Benefit to Overshooting a Control Roll?
« on: October 28, 2010, 07:18:53 PM »
If you want to play up the "getting more done with less power" side of things, you could take a Stunt to allow the character's lower Conviction to restrict his spellcasting less.  For example:

Control is its own power:  You're no mystical powerhouse, but you've got such a skilled hand with the stuff you don't *have* to be.  Your Discipline compliments your Conviction in spellcasting.  This includes when considering how many shifts of power you can summon via Evocation without incurring increased mental Stress.

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