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Messages - EldritchFire

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46
That reminds me of One Piece, where there are animals that can turn into weapons, like an elephant that is also a sword, or a dog that turns into a canon (or was it a pistol?). Would be interesting to create an IoP/familiar like that.

This reminds me of way back in the day playing Command & Conquer: Red Alert (yeah, the first one). I got my hands on a file that I was able to edit to change the behaviours of the game. So I gave the guard dogs the secondary weapon of canon. As in the 8" gun used by the cruiser. So I had my Soviet guard dogs who could not only kill infantry in one hit, but also morphed into giant canon balls and killed most vehicles in one hit.

Yeah, I had fun with hacking!

@EldritchFire
Of course I knew what you meant, my mind has just been a little crazy today, so I made that connection. Didn't mean to belittle your idea.

No belittling done! After I read your comment, I went back and reread what I wrote, and I lol'd, too!

-EF

47
So they throw fireballs that throw pure mortals? That's nasty ;)

I was referencing the Pure Mortal above who not only gets the +2 refresh, but can shapeshift and throw fireballs. Wordsmith, I aint. >_<

-EF

P.S. But I'm sure y'all already knew that!

48
City Generation
Real men: Built the city with their bare hands.
Real Roleplayers: Design intricate webs between all the faces.
Real Loonies: Build the city on Rock & Roll
Real Munchkins: Nuke the city...with their pure mortal throwing fireballs while shapeshifted into a Tarrasq.

-EF

49
DFRPG / Re: Possible Uses of Social Attacks in Combat
« on: June 19, 2011, 10:50:18 PM »
Your Boss Thinks This is a Bad Idea - When you know of their boss, and they are kind of scary, roll Deceit vs. Empathy, possibly invoking their high concept for a boost. If you win, they are momentarily flustered. This could either be an attack for social stress or--perhaps better--a maneuver.

-EF

50
DFRPG / Re: Nukes
« on: June 19, 2011, 02:48:44 AM »
I disagree completely with everyone saying that nukes should be a plot device.

What does that even mean? Do you tell your players that they die, no defence possible?

If you want to use nukes in your game, you need to assign numbers of some kind.

I am reminded of a quote: "If it has stats, we can kill it!"

If you want your players to have a chance at survival, give it numbers. If not, don't. Neither is right, neither is wrong. One may be more right for your group than the other.

-EF

51
DFRPG / Re: When the players know too much
« on: June 19, 2011, 02:30:50 AM »
I think that what Samael is trying to say is that "not playing" is not fun. So it should be avoided to the greatest extent possible.

Samael's issue is acknowledged by the core rules on page 262 of Your Story. I recommend that you all read the exchange between Harry and Billy there.

PS: How did the wizard get Lore 6? Did you raise the cap?

But if you remove the time requirements, you get into a situation that the OP is facing. The player made his roll, so he knows it automatically? There has to be a balance between time and success. That's the thing about research, it takes time.

I'm honestly curious, how would you fix the situation?

-EF

52
DFRPG / Re: When the players know too much
« on: June 18, 2011, 03:24:10 AM »
I can't help but think that making a player sit out scenes for this sort of info thing more then a little stupid. I mean yeah I can see doing it that way if you have the "This is what I am doing while I go pick up the take out" scenario, but otherwise whats the point other then detract from the fun of the player in question.

How else would you factor in time, then? Every action has a cost. Talking to your information network, or pouring through your library, takes time.

With being on a time crunch, you have to give and take. If they had all the time in the world, sure, I wouldn't have them sit out. But their friend had been kidnapped, so they wanted to get as much done as possible in as little time as possible.

-EF

53
DFRPG / Re: When the players know too much
« on: June 18, 2011, 03:15:00 AM »
I started using the Time Table for modifiying the difficulty of research rolls (which is why I'm kicking myself for not using it for modifiying the complexity of combat Thaumaturgy before someone else pointed it out).

If it would normally require a Fantastic (+6) Lore and a "few hours of research" to find the information in a library (which would also need to be Fantastic) then trying to get the information in "a few moments" actually requires a roll of +13! If the information was normally Good (+3) to find in a library, it would require a roll of +10 to have it off the top of your head.

 

This. The time chart is the most overlooked part of the rules. I love it. Yeah, you rolled high enough to find the info, but are you willing to spend the time needed? If you are, that may mean having to sit out on a few scenes as you pour over the materials.

I've been using this in my game. A character made a contacts roll to see if he knew someone who knew someone who knew about what they were looking for. That player had to sit out two scenes while he hit up his contacts.

-EF

54
DFRPG / Re: Nukes
« on: June 16, 2011, 03:47:44 AM »
Blast and Hazards don't only affect creatures. They affect the area itself.

Just like a 10-shift fireball can add the aspect "House On Fire" to the scene in addition to causing damage to its occupants, so a nuke would affect the area. The blast would replace existing aspcets by the overall scene aspect of "Apocalyptic Wasteland". The firestorm would leave behind the aspect "Scorched Earth" and the radiation hazard would leave behind the aspect "Highly Radioactive".

Then the GM could occasionally compel the "Highly Radioactive" aspect to cause radiation-related stress or consequences just like he could compel a "House On Fire" aspect to burn the occupants.

Dang, I love the simplicity of FATE.

-EF

55
DFRPG / Re: Assassin warlock
« on: June 14, 2011, 06:05:25 AM »
I've been considering an NPC idea for a game I'm running as such: he has the bare minimum stunts/powers to enable him to magically kill people, and no other abilities that cost fate points or refresh. This saves his FPs so that he doesn't go down to 0 refresh from taking Lawbreaker and so that he can pay off the various compels from his Lawbreaker aspects (so he can be an assassin without going full on Omnicidal Maniac). He doesn't break any laws besides the 1st (although he's broken that one innumerable times before the game even starts), and has no magical ability besides the powers that let him kill people.

* Is this viable in a Chest-Deep game? In submerged?
* What combination of powers, if any, would let him accomplish this? Is there a set of evocations or something that actually have a strong possibility of killing, say, a baseline human, without costing more refresh than he could have? What about a stronger character, assuming he got an ambush (i.e., roll 0 to defend)?
* Assuming he weren't actually targeting the PCs, at least at first, would it seem cheap to actually drop such a specialized character into the campaign?

Channeling with an appropriate Killing Magic focus, [-2]. Take a stunt or two for Refinement to get a bonus for Killing Magic [-2]. Lawbreaker: 1st [-1].

That's 5 refresh. A chest-deep game is 8 refresh, so you're good. A submerged has 10, so even more fun to be had! In order to kill a baseline human, you just need to inflict 5 or more stress. Most mortal humans don't take consequences, and the stress track tops out at 4 stress without stunts, so 5 or more stress is taken out.

(I know that NPCs don't technically need to have >0 refreshes, but I generally like mine to so they aren't overpowered relative to the main cast).

Pages 326-338 would seem to disagree with you. One character who is an "equal opposition" should have spent refresh equal to the total refresh spent by the party. So a party of 4 chest-deep characters would need one character with 32 refresh worth of powers. Granted, you can easily split that 32 refresh up between multiple characters, but still.

-EF

56
DFRPG / Re: Is anyone else annoyed by Physical Immunity?
« on: June 13, 2011, 09:07:17 PM »
As a note, could the people here cut back on the insults? I'm neither an idiot nor a munchkin. So, thanks in advance, would be nice.

Note, however, that I'm not asking here whether or not you can beat someone with PI. I'm focusing on whether it's an appropriate ability.

Would you allow for total immunities to other things? How about Social and Mental tracks? How about an immunity to Physical Blocks or Maneuvers(call it "Unstoppable Force" or whatever)? How about an immunity to assessments("Null Presence")? Or Declarations(Reality Warper)?

If any of those would be considered inappropriate, why do Attacks get a pass? What makes them special?

I'm no expert, but I think Physical Immunity is there for very specific cases. The loup-garu who is immune to most physical harm except for inherited silver, or a flame archon who's immune to fire.

Personally, I'm not a big fan of Physical Immunity. I'd much rather have a collection of Recovery & Toughness. This is both from a player and GM standpoint. If a character has Physical Immunity and the one thing they aren't immune to shows up, it seems to be a cheap shot at that character. I know it's not, it's there to challenge them...but still, it's the feeling rather than the fact.

With Toughness & Recovery powers, it's not that big a deal until the fight has been going on for a while. Those extra stress boxes and consequences look mighty good when you only have 2 stress boxes left...and you can't use them. At that point, the rest of the party is beaten up as much as you are, so the feeling that you were singled out is less.

Just my [-2].

-EF

57
DFRPG / Re: Comparative power?
« on: June 13, 2011, 06:04:38 PM »
Mechanically, I think the blast to the Loup Garou was a result of several NGMs, taxing out his mental stress track, and using all of his fate points in one shot.

Since the beast is immune to the damage, the GM Jim stated that the Loup Garou was blasted through several buildings to enhance the story.

I would call that a maneuver invoked for effect. A nasty evocation vs. the loup-garu's Endurance. First tag is free, so he goes flying through a few walls etc.

I agree with BumblingBear that it most likely taxed his mental stress and most of his Fate Points. You want to make sure he feels it the first time...

-EF

58
Google is your friend.

I'm not familiar with the sheet you're asking about, but this seems to fit the bill.

-EF

59
DFRPG / Re: statting a lightsaber
« on: June 13, 2011, 01:20:36 AM »
In every star wars system jedi can absorb/dissipate energy.  Easily explained.  Lightsabers still nuke most things.

Too true. In I, Jedi, Corran's family is really good at that. Heck, he saw a "flashback" of his grandfather absorbing all the energy from a Sith's lightsaber, and using that energy to TK him to death. Granted, he absorbed the energy after it was stabbed through his chest, so it was his final hurrah, but still.

-EF

60
DFRPG / Re: statting a lightsaber
« on: June 09, 2011, 01:02:45 AM »
This is why no one is willing to tackle a new Star Wars RPG...too many fans have their own vision on how the setting works. And not a single one of them is wrong!

Star Wars is best done as a home-brew, IMO.

-EF

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