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Messages - Sanctaphrax

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196
DFRPG / Re: Building a jedi knight of the faith
« on: January 10, 2019, 10:02:47 AM »
Also, does killing with an enchanted item break the laws of magic or no?

If you head over to the Law Talk thread, you can see plenty of discussion on that point.

Warden swords are definitely okay, though, so if you're asking specifically about the lightsaber it should be fine.

197
DFRPG / Re: Item of Power Check
« on: January 10, 2019, 09:55:57 AM »
There's also this custom Power, which seems overly strong to me. It's kind of impractical to use, but absolutely preposterously effective when it applies.

The other option is this: 

"Using conviction, you create a block in the zone you are standing"

This isn't too overpowered.  Basically, it just lets you do a regular Block that lasts one round.  You state what you are blocking (movement in and out of the zone, attacks while in the zone etc...), you roll conviction and your result is the Power of the Block and it lasts one round or until it is overcome.

You can practically do that with any skill without spending a FP or refresh anyways.  I mean, if I wanted, I could make an intimidation block on movement with the fluff being:  "I'm so scary no one will move towards me."  Of course, it won't prevent them from shooting me with guns, but still.

In any case, that might cost 1 refresh...if you want it to block multiple actions simultaneously, it might cost more...but, for a power that requires an action and only one turn, I might let it only cost 1 refresh.

Sanctaphrax is good at judging game balance...maybe he will give his 2 cents.

I'd allow that as a Conviction stunt, with physically-possible-for-mortals caveats. Or as a 1-Refresh Power, without those caveats.

198
DFRPG / Re: Request A Character
« on: January 08, 2019, 08:51:54 AM »
Got started, lost my work halfway through, set it aside, forgot about it.

But I'm back now. How's this?

(click to show/hide)

199
DFRPG / Re: Building a jedi knight of the faith
« on: January 08, 2019, 05:15:41 AM »
In terms of skills and powers/stunts; this is what I have going on. If there is room for improvement then please share thoughts and opinions.

20 refresh
47 skill points, still capped at Superb. Cap will be raised at Fantastic once we make it to 50 skillpoints.

Superb: conviction, weapons, discipline
Great:lore, athletics, investigation
Good: endurance, scholarship, alertness
Fair: rapport, contacts, empathy
Average: pressence, might, craftsmanship

Looks like you've got two skill points left over.

Stunts (5)

Warrior: +1 to weapons attack when using a bladed melee weapons.

Edge soul unity: +1 to weapons defense when using bladed melee weapons.

Some GMs will let you take True Aim from the Sword of the Cross as a [-1] Power. Worth asking about, I think.

Actually, why not have a lightsaber as an Item of Power? If you can't have a Sword of the Cross, it's the next best thing.

As for the stunts, I think "bladed melee weapons" is rather broad. Even "swords" is a pretty easy condition to satisfy. That said, I'm pretty sure the "only +1" limitation on stunt bonuses is for attacks only. For defence rolls, I think you can have +2.

Opportunist: when tagging a consequence or maneuver you have inflicted on a target in a physical conflict, get +3 instead of 2. When tagging for a reroll, keep one of the best die rolls and reroll the rest.

Not easily broken: when an opponent tags or invokes a consequence or maneuver inflicted on you in a physical conflict; they only get a +1 instead of 2. If they choose to tag for a reroll, I can lock down one of their dice and leave them to reroll only 3.

Applying these to both maneuvers and consequences might be a bit broad. It's not really going to break anything, but I think it'd be better if they were each one or the other.

My weapon makes me powerful: when in possession of a sword weapon you have crafted, gain +3 to discipline for mental defense.

I'd limit this to +2. It's not exactly a hard condition to satisfy.

An we are now coming against creatures who like to use incite emotion powers, so the padding from it is a huge help. Also to avoid being ganged up on by creatures who are able to inflict consequences quickly and tag for near impossible defense and to give me some level of power to survive.

I think it would be reasonable to take Toughness, either physical or mental, with the flavour that God/the Force is protecting you.

201
DFRPG / Re: consequences
« on: January 06, 2019, 06:52:02 AM »
I like to think of consequences as being similar to Fate Points. When someone shoots you for 5 stress, and you take a mild consequence to avoid being taken out, that's you intervening in the fiction to say, "no, you did not just shoot my guy dead".

From that point of view, it makes perfect sense for them to all be one pool.

202
I may do some generic sheets as well, the Fomor and their minions didn't look quite right in terms of skills (and will feature heavily in my upcoming game), so I revised them, which is sort of inspiring me to do more stat revisions (or, in many cases more like clarifications) for generic foes like random Ghoul thugs or White Court Vampires and the like. I mean, this thread already has one generic stat block, I could throw in a handful more, and I don't imagine it would be more than a handful or two...

Very late response, obviously, but I'd be interested.

203
DFRPG / Re: The Dresden Files RPG Book Quote Scavenger Hunt
« on: December 06, 2018, 07:29:04 AM »
Intimidation, from Skin Game

“For a second, I wanted very badly to know a spell that would let me melt through the floor in a quivering puddle of please-don't-kill-me.”

204
DFRPG / Re: Alchemy
« on: December 01, 2018, 09:16:05 AM »
The difference between alchemy and chemistry is not always very clear; I think you could handle an alchemist PC any number of ways.

Here are some alchemists I've written up, but not played with:

https://www.paranetonline.com/index.php/topic,43164.msg2095425.html#msg2095425
https://dfrpg-resources.paranetonline.com/index.php?title=Alchemist
https://www.paranetonline.com/index.php/topic,43164.msg2103870.html#msg2103870

Using different interpretations of alchemy for each, of course.

Having GMed for a character who uses thaumaturgy to represent alchemy, I can say it feels fitting. But it isn't the only way to go.

I think you could give her a couple potion/enchanted item slots.  There's a homebrew power that gives you 'x' number of enchanted item slots/refresh spent.

You can see it here.

205
Hey, long time no see.

Any plans to make some post-Skin-Game character sheets?

206
DFRPG / Re: Request A Character
« on: November 09, 2018, 07:16:45 PM »
Maybe a stunt to improve grappling and lifting/breaking things.  Or something that lets Might modify certain skills like rapport or presence.  Some people call him a thief but he’s the type to bash open a door than to pick a lock. 

Lots of Fate points would definitely help him and would explain a lot.

If we're looking at stunts for grappling and lifting/breaking, it might be better just to buy Strength.

Not sure what a social Might stunt would look like. Seems kind of odd to use Might-modifies instead of just giving +1.

I know in the books he can basically climb anything.

Also, definitely has No Pain, No Gain, because he's capable of taking a lot of punishment.

Not sure if it's an aspect or a stunt, but in a few stories he deliberately puts his back to a wall to keep from being surrounded and is, if not invincible, then at least very hard to attack in that position.

I figure Great Athletics is good enough for that.

Nah, you don't need that specific stunt to take a beating and keep on ticking.

Maybe +2 to defence rolls when outnumbered?

I am getting ready to run DFRPG and one of my players is considering playing a character modeled after Irwin Pounder. 

So, I was wondering if you might stat up Irwin as well as Strength of a River in His Shoulders (so I can see what the full power version of a forest person looks like).

Some of the issues we have been discussing for his character is whether the magical abilities are natural and therefore come as a result of the Choice or if they are acquired abilities that not all forest people have.

We have also been wrestling with what an appropriate Catch is for the Toughness and Recovery.

Your help is appreciated!

I remember very little about Irwin and River Shoulders. I have some ideas for the Forest People in general, but no idea how to go about those two in particular. What do we know about them, again?

As for Catches and the like, your guess is as good as mine.

I've got a character concept.
It's a Ukrainian Ex-Mobster named Kristof who fled to Toronto becoming a taxi driver.
One day an Orthodox monk got in the back of his car and was killed getting out of the car at an old house by a red court vampire. His blood got all inside the car, so it's a holy relic. God has plans for Kristof, but all he wonders is why it is always his cab that gets the weird passengers. How would you build this character? I'd appreciate a high-refresh character. I'm not sure if he's a True Believer or a Pure Mortal.
I have a set of aspects.

Ex-Mobster in a Holy Cab
Invoke: Do something a mobster would do, have access to the cab. Compel: Get into the kind of trouble mobsters do.
God's Plan, Not Mine
Invoke: Have his plans go wrong, in a good way. Compel: Have bad things happen to him, that God would like.
There's Something in the Trunk
Invoke: Have something, like a gun, in the trunk. Compel: Have something be in the trunk when you need the space, "There's something in the trunk!!"
The Hitman is Now the Mark
Invoke: To act like a hitman Compel: To be hunted by his old boss, to end up fleeing from a fight.
We Don't Drive That Way Here
Invoke: To drive really well or do something else while driving. Compel: To not fit into Canadian society or get along well with other cabbies.
A Monk Remains
Invoke: To use the holiness of the Cab or to act like a Monk. He's the Monk that Remains. Compel: To have Orthodox authorities come to possess the Cab, or needing to prevent it from being desecrated.
There's Always Family
Invoke: To have an old family friend when needed. Compel: ... or that needs help.

-Thanks

p.s. feel free to critique the aspects.

I like the sound of the character. Aspects sound solid, too.

I'd definitely go for some True Faith. Guide My Hand seems super appropriate. The cab could be an Item of Power, too. Not sure what Powers would work for it, though.

Conviction needs to be high, and Driving is another obvious choice. Beyond that, seems pretty open.

Here's one way to go, at Submerged:

Skills:
Superb: Conviction
Great: Driving, Rapport, Guns
Good: Presence, Empathy, Contacts
Fair: Intimidation, Athletics, Discipline
Average: Endurance, Fists, Alertness
Stunts:
Chat Up (Rapport): +2 Rapport when "interviewing" a passenger.
Monkish Demeanour (Conviction): Use Conviction instead of Deceit to put on a nonthreateningly saintly act.
Holy Cab (Driving): +2 to Driving when using the holy cab in a morally upright way.
Powers:
Guide My Hand [-1]
Righteousness [-2]
Total Refresh Cost:
-6
Refresh Total:
4

207
DFRPG / Re: Request A Character
« on: November 06, 2018, 02:13:13 PM »
Well, they're both hypermasculine. But as far as my limited knowledge of Conan goes, they're otherwise dissimilar.

Speaking of limited knowledge, I'm not sure what Aspects Conan should have. But for the stuff you listed, I think I'd want these stats:

Superb: Weapons, Might
Great: Athletics, Intimidation, Survival
Good: Endurance, Presence, Stealth
Fair: Alertness, Discipline, Empathy
Average: Conviction, Investigation, Deceit

Brute Force (Might): Conan can use Might to attack unarmed.
Imposing Demeanour (Intimidation): Conan can use Intimidation for the social defence trapping of Rapport.

He should probably have more stunts but I'm not sure which ones. Maybe some straightforward numerical enhancers for Weapons; I'm not sure how tough the "frost giants" he fought were, but killing two of them sure sounds impressive.

He probably doesn't want too too many stunts, though; there's something to be said for having a ton of Fate Points when you want to be better than everyone at a whole bunch of different things. Presumably he can really pour on the invocations when he needs to break a bull's neck.

208
DFRPG / Re: Request A Character
« on: October 31, 2018, 03:57:03 PM »
These were surprisingly hard. Not sure why, exactly.

(click to show/hide)

(click to show/hide)

209
DFRPG / Re: Stunt question
« on: October 26, 2018, 10:53:02 AM »
I'd also let you make Declarations about your own fighting style. I like it when people do stuff like Declare that they've trained in a special technique designed to counter vampire fang attacks. Some tables might frown at "I Declare that I get +2 to this roll", though.

That being said, I'm not sure I'd bother for a swordsman. The Fists version adds a knowledge trapping to Fists, but Weapons already has a trapping like that. All that stuff Starjammer05 listed is already possible for you without the stunt.

210
DFRPG / Re: Please help with a play example
« on: October 26, 2018, 10:06:22 AM »
The only way this would 'stack' is if it wasn't armour and, instead a Power 4 block, which would reduce the amount of shifts by which the attack hit.  You could then apply armour to reduce the damage.

If it was a block he'd have to choose between it and his defence roll, though. In the example he used all three of spell, dodge, and worn armour.

Also, I think there was a sample combat somewhere...maybe in the resource section?

Overall, you've got the hang of it.

Here and here.

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