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Messages - John Galt

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61
DFRPG / Re: Modular Abilities and Items of Power
« on: June 10, 2010, 03:25:04 PM »
Yeah. Any build with TS is potentially game breaking.  I was agreeing with Deadmanwalking.  But you're right.  Its only as game breaking as the GM lets it be.

62
DFRPG / Re: Modular Abilities and Items of Power
« on: June 10, 2010, 02:40:42 PM »
I'm not sure how that "breaks" anything.

As far as wizards go, Spirit magic fairly common. True Shapeshifting is limited without modular abilities to support it, although it's great for disguise and stealth.

It's a strong character, but it's a submerged level character, so that's about par for the course.

Because all you have to do is give your human form high social and knowledge skills and you basically have every skill in the game at superb and great since you can shapeshift as a supplemental action. 

63
DFRPG / Re: How would a healing power work?
« on: June 10, 2010, 01:37:03 PM »
There's no way I'd let magic reduce an extreme or severe consequence.  That completely destroys their effectiveness in game mechanics.  The whole point is that you over exerted yourself and pushed too hard and now you broke a leg or half destroyed your mind.  If there were a ritual that fixed that, consequences would loose their potency. 

There's canon for the power to reduce a moderate or mild consequence, but that's it.  Necromancy can reduce an extreme consequence (death) to a less extreme one (almost dead) but it doesn't actually heal anything.

And as for Listens to Wind, I'm pretty sure he's more effective than a mortal doctor.  He's just not a quick-fix healer.  Carlos' recovery time was pretty short for his injuries.  So, for example, if you broke your leg, it might take 6-8 weeks in a cast and 2 weeks of physical therapy, but Listens to Wind can get you out of the cast in 3-4 weeks and out and about with a few days of physical therapy.

64
DFRPG / Re: Modular Abilities and Items of Power
« on: June 10, 2010, 05:58:33 AM »
Personally, I  don't allow True Shapeshifting for PCs in my games due to the sheer potential brokenness of having whatever skill pyramid you want

Yeah.  Modular abilities is kind of a crutch in my opinion for true shapeshifting.  I think I'd be much more powerful if I did:

[-2]Channeling (air) human form [+1]; [-4] Superhuman Speed, [-2] Superhuman recovery; Catch: Spirit Magic [+2] Monkey King Staff; [-4] True Shapeshifting... But that'll probably get killed by the GM for obviously trying to break the game.

65
DFRPG / Re: Character Building Help
« on: June 10, 2010, 05:35:35 AM »
The rotes wouldn't change except for the last one, which assumes you're in "demonic co-pilot" mode.

You have +5 conviction and +5 discipline

Necromancy control bonus is +1 from Kemmler, +2 from focus item, +1 from specialization, or +4

Spirit offensive Power bonus is +1 from specialization, +2 from focus item

Spirit defensive Power bonus is +1 from specialization

So for control shifts you have 5+4 as long as you're using necromancy influenced spirit attacks

For power shifts you have 5+3 as long as you're using offensive spirit power.

So your rotes can be 9 shifts of control if they're necromatic and offensive and 8 shifts of power as long as they're tied to the focus item.  So the rotes are all fine.

As for summoning undead on the fly, you'll have

necromancy control +1, +1, +2, +2
necromancy complexity +1, +2

so you'll have a base control of 11 and a base power of 8.  According to the book summoning and binding should take between 16 and 24 shifts of power.  So yes.  For one or two fate points and probably a 4+ mental stress attack on yourself and a little fallout you'll be able to summon undead on the fly. 

66
DFRPG / Re: Modular Abilities and Items of Power
« on: June 10, 2010, 12:36:08 AM »
Thanks guys.  Another question.  Is spirit magic a +1 or +2 catch to supernatural recovery?

67
DFRPG / Modular Abilities and Items of Power
« on: June 09, 2010, 09:56:01 PM »
I'm trying to figure out how to build a "Scion of the Monkey King" character.  Basically, to be consistent with the lore, he should be an expert shapeshifter first and foremost.  Other powers that would make sense are channelling air and water, and an item of power (either one of the three remaining strands of the hair from the monkey king, or the monkey king's staff). 

I'm having trouble figuring out what powers I can give the item of power and shift around with modular abilities while staying within the rules.  I realize most of it is the GM's call, so I want to get as many opinions as I can.

For example, basically I want to build him like this:

[+1] Human Form
[-7] Modular Abilities
[+1] Item of Power: Monkey King's Hair
[-4] True Shapeshifting

So that he can fit into a submerged game and still be fairly effective.  Obviously I'm sketchy as to whether true shapeshifting can be given to an item of power.  It makes perfect sense in the lore though (his hair can become a clone which can shapeshift into any form) but whether it makes sense in the Dresdenverse is more important.

And as for modular abilities, my only real question is whether I can give one of his forms [-2] Channelling or [-3] Evocation.  Of course, if I can't, I can always just give a form [-2] Breath Weapon, but the ability to do more than a weapon2 attack with the elements makes more sense with the legend. 

Thanks for the input.

68
DFRPG / Re: Character Building Help
« on: June 09, 2010, 09:42:04 PM »
Well...

1. This is a submerged las vegas game with really loose lawbreaking laws
2. This is a GMPC in a game that is supposed to be an extremely overpowered submerged game
3. The item is completely consistent with Dresden Lore.  The Blackstaff is clearly an item that gets lawbreaker powers applied to it instead of its user when it breaks the law.

69
DFRPG / Re: Character Building Help
« on: June 09, 2010, 08:51:48 PM »
Well the fact you want a demonic cane for a scion of a demon suggests to me one of the item of power's powers should be mark of power.  Plus it seems pretty silly to be a scion of a demon and not have that anyway.  You're concept is "getting out from under his father's thumb," after all.  Here's how I'd build him.

High Concept: Kemmlerite Bastard of a Demon Lord
Trouble: Under My Father's Thumb

Powers:
[-3] Evocation (Spirit Power +1)
[-3] Thaumaturgy (Necromancy Control +1)
[-2] Kemmlerian Necromancy
[+2] Demonic Pimp Cane;
[-1] Law Breaker (Fifth Law)
[-1] Marked by Power
[-1] Demonic Copilot

Skills:
Superb: Conviction, Discipline
Great: Lore, Deceit
Good: Endurance, Presence
Fair: Alertness, Athletics, Indimidation
Average: Weapons, Guns, Contacts, Resources, Burglary

Focus Items:

Silver Coin (+2 Necromancy control, +2 offensive spirit power)

Rotes:

Spirit Shield- Block 5- one mental stress

Death Bolt- Weapon 6 (tied to Silver Coin)- no mental stress

Soul Steal- Weapon 9 (tied to Silver Coin)- two mental stress

Gate to Hell- Weapon 12 (tied to Silver Coin, Demonic Co-Pilot)- 2 fallout, 4 mental stress




70
DFRPG / Re: Character Building Help
« on: June 09, 2010, 04:55:38 PM »
Scion is fine... it just adds flavor and a different high concept.

You get 9 shifts of control and power for one mental stress for both summoning undead and necro-enhanced offensive spirit meant to kill.  If you want summon undead on the fly I'd do...

[+2] father's drum
[-3] fifth law breaker

71
DFRPG / Re: Character Building Help
« on: June 09, 2010, 03:59:47 PM »
[-3] evocation (spirit +1)
[-3] thaumaturgy (necro complexity +1)
[-2] kemmler
[+1] father's dagger;
[-1] first law breaker
[-1] fifth law breaker

Focus items: +2 necromancy control, +2 offensive spirit power

72
DFRPG / Re: Character Building Help
« on: June 09, 2010, 03:16:31 PM »
They're not much different.  Even if I'm wrong I wouldn't externalize kemmler necro.  Maybe a lawbreaker or two.  There's actually an example of that (blackstaff)

73
DFRPG / Re: Character Building Help
« on: June 08, 2010, 02:43:07 PM »
Except you dont use complexity at all for thaumaturgy at the speed of evocation. The Bonuses for it dont translate into extra shifts of power. You can use control (specifically via Kemmlerian Necromancy) instead of whatever bonuses to the element's control you are using to achieve the necromancy effect. So no, you arent quite as good at evocation as you are at calling up zombies (since you dont have any bonuses to your shifts of power for necromnacy based evocations), thats why I stacked it so high on Spirit Power, and Necromancy control.

Meh, the dagger can be as long as my forearm, then it'd work at +2.



1. That's not how I'm reading it.  That's two separate aspects of the power.  Were that the case you'd need evocation just to use Seelie and Unseelie magic, since you can do entropomancy at the speed of evocation.  You can either supercharge your evocation with necromancy by using the necromancy control bonus instead or you can cast psychomancy and necromancy at the speed of evocation which are just statted and cast like a thaumaturgy spell only it happens at the speed of evocation.

2. True.  I'd prefer a kama though in that case.  More necromatic feeling in my opinion than a large dagger/short sword.

74
DFRPG / Re: Character Building Help
« on: June 08, 2010, 02:01:05 PM »
I have absolutely no idea.  For some reason I was obviously using superb as +8... oh well.  Thanks for the corrections.  I edited it.  And it's still pretty powerful.  A weapon 9 for two mental stress and 10 shifts of summoning and binding power on the fly...  You'll still be able to summon and bind a spirit to an dead body for a couple fate points and some stress and/or consequences.

75
DFRPG / Re: White Court Vampire - Skavis / Malvora
« on: June 08, 2010, 01:37:38 PM »
Huh... then I guess I'll have to figure out the True Courage / True Hope aspect of curing the WCV from their heritage... how would that work?

Would they have to experience that themselves or have someone display that emotion for them?

Seems a lot harder to pull off then true love....

They'd turn just like a Raith.  By feeding until their victim was dead.  If they feed on fear or despair than they'd kill their first victim like a Malvora or Skavis as seen in the books.

Cures are true hope and true courage.  They have to experience it themselves.  And if they touch someone who has known those, they will be burned just like Thomas was by Justine and Inara was by Harry.

In a Houston game I'm playing a Deacon who is a Skavis virgin.  He sips at the beginning of his own sermons (not on purpose) and then precedes to raise everyone's hope by preaching for an hour or two.  He's personally never likely to experience true hope due to the fact he's so depressed about his nature and he feels he's just a tool for God, constantly repenting for the crimes of his sires.  

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