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DFRPG / Re: fun declarations
« on: April 20, 2018, 09:10:50 PM »
Yep, same guy.
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I want one for an one-time antagonist and was thinking it would have an ability that can make players reroll a die.
dfrpg-resources (which is closing)
...I wish they would come up with a FATE Monster Manual.
+1 defence and +2 blocks?
Would a +2 to maneuvers and blocks with my shield to strong or no?
Defender: If an ally in the same zone is hit with an attack, you can use your shield to block the attack. It uses your next turn to do so.
(note: based on the Riposte stunt. Originally, I had it so you had to roll a defense against the attack, but now that I look at it, since it uses your next action - IE: only once/round - for something that is, essentially, a reaction, I think it should just be auto-success. Thoughts?)
Thrown Defense: (must have Defender) Same as Defender except you can defend an ally within up to one(or two?) zone(s) away. You must throw your shield for this to work.
Mighty Leap: (must have Defender and a speed power) Same as defender but you may also move your free supplemental move granted from your speed power to defend an ally. (Example: supernatural speed lets you move 2 zones for free. provided there are no borders, you can defend an attack against an ally up to 2 zones away. It uses your next action to do so.)
Save the Children! When doing a block with your shield, you may protect all allies within a zone. (by the rules, you can already affect multiple people with a single block, so maybe it's a useless stunt. It might need an extra boost.)
Boomerang Shield: when you use your shield as a thrown weapon, it comes back to your hand.
Shield Master: You are an expert at using a shield. Add +2 to your defense and blocks when using a shield.
It seems to imply that the block stays until it is overcome (you don't have to re-do your block every round) butI think a block should last until the narrative justifies its removal. Not sure if that's RAW, though.
Also, would there happen to be any cool stunts or tricks that I can do with a shield? I've been searching high and low but can't seem to find any. Or could you point me in the right direction?
Shield Carrier: You know how to use a shield. Add one to your physical armour score as long as you are carrying a shield.
Phalanx Fighting: (Requires Shield Carrier) You know how to use a shield in a formation. Whenever you take a full defence action while carrying a shield, you may select two other characters in the same zone as you who have this stunt. Increase each of their physical armour scores by one until your next turn.
This game is about wizards not the add ons. If you have a player who wants to play a wolf make sure they understand there taking a secondary support role. Create situation where the secondary support roles shine.
SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.