Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dragoonbuster

Pages: 1 ... 8 9 [10] 11 12 ... 21
136
DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 06:58:52 PM »
Shaft, great suggestions! Like the aspects, I like the stat up, though unfortunately I don't think my DM will let me use the stunt. I'll check though. Mind if I ask why Catch Fire is a +3?

That's a pretty reasonable stunt...moving skill trappings around is pretty par for the course. Would he let you take it in reverse (can fight HTH based on Weapons training)? Otherwise, pick "Sword" and another weapon and take that Fists stunt that lets you use a couple Weapons with it.

The Catch of Fire is +3 because, as you said, there's a +1 rebate for needing to research it, and most people consider Fire to be +2 availability since it's easy to make. Don't have a weaponized fire? Yes you do; borrow a lighter and some hairspray for instant flamethrower.

137
DFRPG / Re: Halloween sessions
« on: October 22, 2015, 09:26:42 AM »
Session 1 of what will be 5-6 total sessions all based on this Halloween occurred today and as a first I let players bring in both of their PCs if they wanted to, so we had 14 PCs running around at our peak in the scene? Let's see...

- Part of the population (humans + animals) began going berserk. Some threw themselves out of buildings, some dashed their heads against hard objects over and over, others attacked anything that moved nearby.
- A several-thousand strong brood of immaturely-born vampires from a 5th Court that had been 'lost' for several months showed up again after spending time maturing and mutating thanks to leftover radiation from the Manhattan Project and Outsider corruption.
- Outsiders apparently broke the tentative lines formed around the thousand-foot breach in the Outer Gates, as thousands of them began crossing over into our world at any weak spot in the Veil.
- The nature of the chaos and Outsider-infected humans in the power structure scattered the police and rendered them nearly ineffective. The three above events occurred more or less simultaneously.
- Some one called the Wyld Hunt up into the city, which only added to the confusion.

The PCs called allies within:
- The White Council
- The White Court
- The Red Court
- The Army, Air Force, and National Guard
- Interpol
- Various private security/paramilitary organizations and other freelancing mercenaries
- Valkyries and the Einherjar
- A large network of ghosts

They also:
- Successfully impersonated the Mayor to issue a TV broadcast to help organize civilians
- Civilians by and large were evacuated (via mirrors to a Sidhe's demesne who they bargained with for guest rights for all the civilians), had protection arranged for them, or were inspired to rise up against the enemy
- Wrestled control of the Wyld Hunt from the Elking to set it only on their enemies and not on the city or its defenders
- Stole explosives from the city's version of SI to proactively collapse a trio of tunnels beneath the city that could have been used to free a vampire god and/or trigger an East-Coast shattering earthquake. Because Eris said so.
- Rescued a kidnapped PC
- Closed a portal linked directly to The Outside
- Protected the majority of New York's (mainly Manhattan's) bridges and tunnels to contain the worst of the 'invasion'
- Activated a Ley Line and used magic to supercharge Edison's abandoned power grid in the Lower East Side, used to generate enough power to charge a larger thaumaturgy to wipe out all of the remaining 5th Court similar to the Bloodline Curse in Changes
- After accomplishing all this and taking a brief break while their allies continued to secure the city, He Who Walks Behind aka Sharkface appeared at the PCs 'home base' (his third time on screen), after he's already been 'killed' once already by the PCs. Sharkface also showed up with a 6th- (and other numbered- ) Lawbreaking warlock that many of the PCs know because they'd already killed him twice.


And the day's only half over.

138
DFRPG / Re: Sponsored Magic Debt
« on: October 21, 2015, 02:44:22 AM »
What I can remember is that you can always use your sponsored magic, but any self inflicted consequences take on the nature of the sponsored magic. I don't think that your sponsor has to OK every time you use the magic. Now what I know you have to get an OK on is taking a sponsored debt. The reason I like the idea of sponsor themed consequences is that the sponsor can compel you to do things through the consequence you took along with compels through debt.

See Your Story pg 287 under Inherent Limitations:

Quote
In order to gain the benefits
of sponsored magic, the spell you’re casting
must align with the agenda of the sponsor
(page 289) and fit into the theme and scope of the
sponsor’s particular “flavor” of power (see the
types of sponsored magic, page 290). As a result,
sponsored magic is narrower in its focus and
has a sort of implicit approval component, in
exchange for the extra bit of potency and flexibility
it offers.

This is regardless of debt. Debt is going above and beyond the typical arrangement and therefore why you are in "debt" to your sponsor when you get your boost. You are correct in that aspects created from Sponsored Magic, whether a consequence taken or a maneuver made on yourself or another, are always touched/tainted by the Sponsor, which is explained in the book following the paragraph I copied above. 

Sponsored Magic is -4 yet has -1.5 to -2.5 refresh worth of "extras" over taking just regular Channeling + Ritual. Why is that? Because of the above paragraph.

139
DFRPG / Re: Arcane sanctums - what do they do?
« on: October 16, 2015, 06:00:41 PM »
No. The rules talk about not being able to do research higher than your research space, but honestly, it's a terrible mechanic in concept and barely explained.

Don't bother. I don't know a single person that uses them. Don't EVER take a stunt based on a workspace, don't bother with the concept at all.

I find it absurd that you can't get any practical research done unless you ALSO have really high resources, spend refresh on stunts, or spend a lot of in-game time working to set up a space.

That said, Resources in general is totally a useful skill and comes in all kinds of handy. If your GM isn't careful you can also get away with skill-replacement thaumaturgy-style rolls all day by saying "Contacts? I don't have them, but I can buy them." <-- I do not like this style of play, mind you, but a decent GM will realize money can grease wheels but not solve every problem--especially in Dresden. What's money to Mab or Donar? Nothing.


((I posted basically the same answer on reddit))

140
DFRPG / Re: Long time player- First Time GM
« on: October 16, 2015, 04:32:25 AM »
Also: Take your PCs powers and talents into effect in your planning. Try to come up with scenes that will give all your players at least some time in "the spotlight" during a night of play. Let them get creative with their powers, show off, etc. Giving everyone a shot at "being the hero" goes a long way. If you set up every scene so only a wizard will shine, then your other players aren't going to be as interested or have as much fun.

141
DFRPG / Re: Long time player- First Time GM
« on: October 16, 2015, 03:53:42 AM »
This is all in city and character creation.

PCs should be dynamic people with previous relationships and experiences that can be used to create story lines.

Your city creation should have generated different factions with interests in maintaining the Status Quo or rocking it. So...rock the status quo and send the PCs after the source.

EDIT: Look to the books. They're a (not surprisingly) great source of ideas; take some of the antagonists from the books, twist them enough to make them new, and toss them into your city.

142
DFRPG / Re: Sponsored Magic Debt
« on: October 16, 2015, 01:32:21 AM »
Doesn't Sponsored Magic also allow you to incur debt rather than backlash as well as add to your control and the power of the spell for debt?

Per many house rules, and per Paranet Papers as of its release, you can take Sponsor debt for anything as long as the Sponsor (GM) allows the debt. You could get a +2 on a Fists attack or Empathy assessment if you needed it and the Sponsor was okay with that.

143
DFRPG / Re: Halloween sessions
« on: October 11, 2015, 03:26:45 AM »
I love ghost stories, personally they always provoked thoughts as to how it would to be a ghost, i think it would be fun to do a cursed item game, one where somebody under its influence who needs to be separated form it.

I wrote up a False Lance of Longinus for a plot going on in RagnarokNYC; one that isn't the actual spear but has gained power over the years of people believing it is the genuine article. Of course...the majority of those people were lusting for power and pretty Bad People, so it's pretty tainted by now. It's not intended to be PC-held in the long term, but it makes a great plot tool. I could see it mixing with Halloween well. Note that getting rid of the Curse as described below was just something I came up with at the time, and wound up going with an Extended Conflict instead when it came to actually exorcising someone of the curse. I described the curse as something more like a virus than anything else; it worms its way into you and takes over. The PC afflicted with said curse wound up facing her own version of Harry's Id; her Id was the part of her that allowed in the curse in the first place (and is why everyone human falls under the curse if they lay hands on the Spear...their own Ids betray them).

A False Lance of Longinus
One-Time Discount: +2
It Is What It Is: An old but sharp spear tip. As an improvised short sword it does Weapon: 3 damage, or Weapon: 4 damage with a haft attached. Has aspects [Power For A Price] and [One of the Greater Relics].
Indestructable: Exactly that. Not many things can actually destroy this weapon.
-1 Demonic Co-Pilot: Being a False Spear, this weapon has had faith placed in it by many. Unfortunately, far too many Bad Men have held this weapon and intended evil with it, tainting any possible purity within. It desires the obtainment of power and engaging in war, strife, and death above all else. You may also take Sponsor Debt for any roll falling within the Spear's agenda with GM approval.
-1 Marked by Power: You are not Marked by anything specific, but rather carry an aura of power about you (effectively a self-sponsored Mark).
-1 True Aim
-6 Mythic Recovery
+2 The Catch: Sources of True Holy power--not just any boardwalk preacher can bypass this recovery; only objects and acts of True Faith will work.
-0 Undying
-0 Cursed Bearer: The spear is cursed. All those who lay a hand to it (accidental bumps do not count, but purposefully holding, etc is what matters) are inflicted with the aspect [Obsessed With the Spear], and feel they must possess it all cost, which must be removed with the equivalent of an exorcism by a Higher Power or someone with Righteousness (or equivalent), and a separate Conviction roll by the cursed person to relinquish the spear, each versus a difficulty of 10. Even looking at the spear too long may cause the same affliction. You do not have to be holding the False Spear to draw on its powers, but must have control over it to do so. That means if it is locked in a safe at home, you could be on the other side of the world and benefit from its power--but if a thief takes the blade, it immediately becomes his and you lose all of it's powers--but not the curse, unless removed as described previously.

144
DFRPG / Re: Improved Reflexes Potion
« on: October 05, 2015, 07:43:02 PM »
I would put it this way:

By definition, no, the potion doesn't need you to take consequences. If your character specializes in Biomancy, they're going to be good enough to create a potion like this and not hurt themselves in the process. Good role-play suggests you could take a Mild Physical Consequence after it ends in exchange for a +2 boost to the potion's strength, similar to the pre-compel ("crafting debt" I call it) concept the book talks about.

You should just discuss with your GM/table and decide what you prefer, then stick to it.

145
DFRPG / Re: Wizard of the 4 fundamental forces.
« on: October 05, 2015, 07:40:02 PM »
Maybe a mastery of Weak Force lets you transform a Real World object back into primordial ectoplasm?  Maybe with Strong Force you can for all intents and purposes Create matter from nothing, limited only by size and energy source?

Truly ridiculous energies involved here. To create matter from pure energy you can't just create an electron--you have to create an electron/positron pair. This follows for all matter; you must create your matter's antimatter equivalent in the process...and you'd need to make sure your matter and antimatter stay separate, contain the antimatter, then convert the anti-matter back to pure energy, and dissipate that energy safely...And you'd have to put in a huge amount of energy to do that. Even the most powerful wizards would likely come close to killing themselves just to create tiny amounts of matter. And if you lose control once, the resulting matter-antimatter reaction would keep you from trying a second time.

146
DFRPG / Re: Sponsored Magic Debt
« on: October 05, 2015, 06:59:40 PM »
When you have Sponsored Magic, spells you cast with that magic must fall within the Sponsor's agenda; that limitation is why you get an extra 1.5-2 refresh of goodies with Sponsored Magic over taking Ritual + Channeling. For Hellfire, that agenda is specifically listed as "causing pain." Hellfire likes to cause suffering.

You have the option to take Sponsored Debt, when you want to and when the Sponsor 'approves,' to supercharge your spells. Sponsored Debt is effectively a mechanic that lets you take out compels on credit. You can get a +2 to Power or Control, or for some special effect, by taking a point of Sponsor Debt, and then have to take a compel later w/o getting a FP in exchange. The Sponsor decides if they want to actually give credit in every case. How many points of Debt you can have at one time is up to the GM, but it normally shouldn't get to be more than a few.

All sponsored magicks grant some kind of evothaum; that is, thaumaturgy using the speed and methods of evocation. Some interpretations of the rules say that every use of evothaum requires taking a point of debt, but I usually don't require that unless the PC is trying to do something particularly unique/challenging the scope of their magic.

An expansion of the Sponsored Debt rules many have house-ruled until the Paranet Papers introduced it officially is that you can incur Debt for any kind of roll or purpose, not just casting spells, as long as you're following the Sponsor's agenda. I like this idea as well.

(Perhaps a good homebrew rule might be that you could take a point of debt to use magic when the sponsor would otherwise be neutral to the situation?)

That works and I generally allow it. The whole idea w/ Debt is borrowed power, and getting temporary allowance to cast outside of the Sponsor's agenda is going to come with stings.

147
DFRPG / Re: Wizard of the 4 fundamental forces.
« on: October 05, 2015, 04:34:18 PM »
I think such a wizard would be really limited. Earth already covers gravity, electromagnetism, and more. And the nuclear forces seem kinda useless for anything other than disintegrating things, blowing them up, or soaking them in radioactivity.

Electromagnetic waves could carry information long distances at the speed of light.

Magnetic fields could be amplified to the degree that they deflect anything through diamagnetization (not that Earth or Air doesn't already cover this).


But yeah, I'm with Haru and Sanctaphrax. Probably not the most useful paradigm. If you were to go along this route I like Haru's suggestions of Electricity, Magnetism, Gravity and maybe Light. I should also note that few people in the Dresdenverse seem to learn magic as an adult (if they haven't learned by then, they've probably lost their power like Charity), after the point where you'd even have a chance of grasping these concepts reasonably; most people are learning their evocation basics in their teens. Interesting thought experiment, though!

148
DFRPG / Re: Halloween sessions
« on: October 05, 2015, 06:19:47 AM »
I used a warlock, dubbed The Man in Black (because people without names are scarier, and I'm a huge Stephen King fan...), to break the 6th Law, travel back in time, and change 1 key event in the PC's history a few months previous. It ensured the Bad Guys the group just defeated a couple weeks before actually won and succeeded in what they wanted. Meanwhile, the PCs had a Halloween party and got to mingle with city NPCs.

The PCs woke up three years in the future, having memories of both defeating the Bad Guys and everything up to "present day" Halloween, as well as having memories of losing to and fighting a guerilla war against said Bad Guys for three years...needless to say, it was a weird and rough awakening.

This led to some pretty epic battling as St. Patrick's Cathedral (their last stronghold) was assaulted by the Bad Guys while one of the wizards prepared a chronomantic spell to send the PCs back to kill the Man in Black before he ever cast his original spell, which they did.


Of course...the MiB showed up again that New Years and there was time-hopping to D-Day during World War II, a future New York, and to Arthurian times to meet Merlin, and he'll be showing up one last time this coming Halloween, but I can't share the plan for that because some of my players read this forum :D


Fun Halloween ideas:
- The Wild Hunt, of course
- Someone is trying to kill an immortal and the PCs have to save it, or the PCs have to kill an immortal
- A horror film festival or something like SPLATTERCON!!! comes to town and attracts a bunch of Fetches
- Some teens get drunk and crash a car through the wall around the local graveyard with lots of history...and suddenly there's nothing keeping in the Bad Things anymore
- The last two years, on Halloween, someone has gone on murder sprees, making them look like wolf attacks--a souped-up Loup-Garou that only transforms on Halloween is the cause, and the PCs have decided three years of murder-sprees in a row is too many.
- Jack Skellington shows up and starts spreading Christmas around town with disastrous results

149
DFRPG / Re: Renfields
« on: October 05, 2015, 02:27:23 AM »
An argument could be made for Fine Thralls to be rescued/returned via the use of Holy Powers and what-not; granted, I'm assuming that there is still some vestige of divine spark/personality still present that the Blampire can't afford to snuff.

Fine Thralls can come back from their issues, eventually, with enough willpower and counseling and luck; remember that Elaine was a Fine Thrall. Renfields, however, aren't Fine Thralls...they're very violently turned into those monsters.

150
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: September 27, 2015, 04:07:25 AM »
Might be a bit much.

+1 defensive control, power, and complexity is probably worth about 2 Refinements, reducing Toughness by a level is probably worth another Refresh, and counting as holy is a nice bonus too. So that's more than 3 Refresh of extra stuff. Granted, it's not the most optimally-spent 3 Refresh, but it still seems rather strong.

The Holy thing is kind of a throwaway to me, more like a part of the 'element' being used here, especially since this is intended for characters that are very likely to have Holy Touch (and Righteousness; already -3 invested) as well--though of course, then here we're talking about cases where they don't have those powers I guess. Fire is probably about as useful as a catch, so, *shrug*. +3 in specialties is a straight 1.5 refresh--and the stacking onto other casting is balanced by it being only defensive and not all spells like a standard Specialization, figured around half a refresh at best for Holy, and then one for the toughness-reduction...Since you usually get around 1 refresh of Extra Benefit for free in a Sponsored Magic, I figured another refresh spent (@ -5 total) was worth a bit more than one more refresh in EB.

It'd be too expensive to cost at -6 I think. Maybe the +1 should be limited to just power/complexity.

Pages: 1 ... 8 9 [10] 11 12 ... 21