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Messages - John Galt

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46
DFRPG / Re: Recovery Powers for spellcasters
« on: June 18, 2010, 03:30:30 AM »
I think the house evocation rules cover that well enough.  Personally I'd modify them so they weren't quite as powerful at submerged and higher levels, but I'd never give a PC the ability to heal mental stress and consequences on the fly.  That would seriously overpower wizards.

47
DFRPG / Re: Las Vegas Game Recruitment
« on: June 16, 2010, 02:46:16 AM »
Pure mortals might not be up to straight up duking it out in a supernatural fight but i planned for this guy to almost never be in direct combat (and have a trouble related to it) he would largely be a well connected guy who is a monster at declarations. Also he would probably have quite a few fate points on average. but if you guys really think i should throw in thaumaturgy i probably could.

Make him however you want.  I didn't mean he'd be useless.  I just figured that it might get disheartening to see consistent weapon9-weapon12 attacks from your teammates taking out full zones of bad guys that could each destroy you in a one on one fight.  But your character would be far from useless.  

And if you decide to go with the tactician I'm going to stick with my Blood Mage.  I like him more than the Giant.  Though the Giant is pretty indestructible.  I'd like to see someone other than Winter Fae wield cold in Las Vegas.

48
DFRPG / Re: Las Vegas Game Recruitment
« on: June 16, 2010, 02:37:20 AM »
If you have physical immunity why do you need toughness?

Because physical immunity against  not cold would be [-5] and supernatural toughness against cold is [-1], and physical immunity against not fire is [-2].  So it's 2 refresh cheaper and more consistent with the fact he's half fire giant.

49
DFRPG / Re: Las Vegas Game Recruitment
« on: June 16, 2010, 01:35:53 AM »
Hey could you play that Scion of Ymir character you had up earlier a physical bruiser would balance the group imo?

Oh yeah, completely forgot about him.  If that's what the group wants I'd be happy to play him.  He'd look like this, now that I've had more time to think about it.

Powers/Stunts:
[-1] Killer Blows
[+1] Human Form
[-4] superhuman strength
[-1] superhuman toughness; catch: cold
[-2] Physical Immunity; catch: not fire
[-1] Fire Fists; [+2] Item of Power, [-3] Venomous Claws

Skills:
Superb: Endurance, Might
Great: Fists, Intimidation
Good: Conviction, Resources
Fair: Scholarship, Discipline, Contacts
Average: Presence, Alertness, Investigation, Rapport, Lore

50
DFRPG / Re: Las Vegas Game Recruitment
« on: June 16, 2010, 12:23:18 AM »
Well I'll play whatever balances the group best, after ArchmageCowl makes a final decision.  To be honest though, I don't think a pure mortal stands a chance in Tbora's campaign.  If you want run with the brilliant tactician idea I'd probably give him thaumaturgy too with some refinements so he's a badass as long as he comes prepared, which is kind of the point anyway I think. 

51
DFRPG / Re: Question about elements
« on: June 16, 2010, 12:05:04 AM »
That makes sense. Now that I think about it, magic is just what the user believes it to be. So, if the wizard thinks magma is under earth or fire, then that is what works for him... Cool, that answers better than a general consensus.

In fact, a wizard may very well be using the "magma" element.  The elements are whatever your wizard thinks they are.  They are simply the manifestation of his will.  The reason so many wizards in the Dresdenverse use Fire, Water, Air, Earth and Spirit is because the vast majority of the Wizards in the books are from the western world, where those were thought to be the basic elements of the Universe when most of those wizards were born.  The younger wizards continue to follow tradition.

You can use any elemental system you want as long as you and the GM can ensure it remains balanced.

52
DFRPG / Re: Las Vegas Game Recruitment
« on: June 15, 2010, 08:06:26 PM »
Oh.  I missed that.  Well, it's up to Archmage Cowl.  I like how our current two characters tie together but if he really wants to play a spell caster I have no problem rolling a former skin walker.  He'd be my scion of the Monkey King idea.  He got involved with the wrong crowd (vegas skinwalkers) due to a severe gambling problem.  He'd be a man of deep mischief, not taking anyone or anything seriously, and exceptional arrogance.  He'll join up with our group to help protect him against the supernatural and mortal players he owes money (everyone in vegas).  And he'd be a true shapeshifter:

[-7] Modular Abilities
[-2] Staff of the Monkey King: [+2] Item of Power, [-4] True Shapeshifting

Up to the group.  I like both my character ideas about equally.

53
DFRPG / Re: Las Vegas Game Recruitment
« on: June 15, 2010, 07:32:02 PM »
Hate to say it but we already have 3 wizards in the group, do you have any other character ideas?

I've actually been thinking of changing.  I had wanted to be a shapechanger but someone said they were going to make that character then never did.  Since you plan on having a strong skinwalker presence it makes sense that someone should roll a skinwalker of their own.  I volunteer.  Three wizards and a skinwalker though is still a little unbalanced.  But I think it's more doable.

54
DFRPG / Re: The Dragonknight
« on: June 15, 2010, 03:59:46 PM »
I like it! I'm also considering giving him breath weapon. Skill breakdown looks good, too. I'm leaning toward giving him Sponsored Magic as well.

Well if the idea is to make him a powerful NPC, I wouldn't bother with Breath Weapon.  It's fairly useless.  I'd just give him the ability to channel his master's chosen element.

55
DFRPG / Re: Question
« on: June 11, 2010, 03:48:55 PM »
Umm... it'd be 6 or 5 refresh.

56
DFRPG / Re: Question
« on: June 11, 2010, 03:19:18 PM »
I also recommend getting out of that waste deep level, it really cramp the style. Take a deep breath hold your nose
and get submerged.

Sometimes it's fun to be able to play a vanilla mortal or minor talent and not have to jack them full of custom abilities or multi class them just so they can compete with other characters.  You could also hold your nose, and dive to the site of the BP oil spill where every PC can go toe to toe with Cowl, Mab or Farrovax, but that just wouldn't be all that fun.

57
DFRPG / Re: Modular Abilities and Items of Power
« on: June 10, 2010, 10:27:53 PM »
Yes.  But with supplemental shifting maneuvers they're whatever you need them to be. 

58
DFRPG / Re: Character Building Help
« on: June 10, 2010, 06:07:08 PM »
That's not how dfrpg works though nor should it.  Its a straight up power- control battle.

59
DFRPG / Re: Character Building Help
« on: June 10, 2010, 06:01:18 PM »
Yeah.  As a player I'd be forced to compel his cntrl against your discipline and you'd lose him and he'd attack us.

60
DFRPG / Re: Character Building Help
« on: June 10, 2010, 04:28:09 PM »
Galt, can you help me rewrite my last rote?

Also for the plot, perhaps my characters father is the demon yours made a deal with.

Yeah.  Like that idea.  I'd probably make your rote a high shift maneuver like Cowls hex fog only it Applies a scene aspect that makes people more terrified of undead.

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