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Messages - mostlyawake

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91
DFRPG / Re: Fomors... [Even Hand/Aftermath Spoilers Beware]
« on: November 21, 2010, 04:39:33 AM »
I didn't remember if they were super strong/fast/ect...

92
DFRPG / Re: Fomors... [Even Hand/Aftermath Spoilers Beware]
« on: November 21, 2010, 02:38:26 AM »
Has anyone tried to stat these bad boys yet?  'cause i need stats for them, and my dog ate my side jobs. (no lie.)


93
DFRPG / Re: The Secretive Mysterious Jade Court
« on: November 21, 2010, 02:33:35 AM »
Because I like the idea of white court vampires better, and that chiang-shi/chiang-shih/whatever were known for sucking "life-force" more than just blood, I made them emotional vampires like the WCVs.

Inhuman strength and speed probably is enough for them to cover the legends ("rip a man's head off"), and as some legends have them blind (they sense you by your breathe, so if you hold it you can avoid them) and afraid of loud sounds, it makes sense to give them supernatural sense: echolation. Plus, it's cooler than just stating them the same as WCVs.

Despite most of the myths of them being similar in weaknesses to regular vampires (BCVs, here), salt, garlic, sunlight, running water, ect, i stayed with the WCV catch.  

So, erm, basically like WCVs?  My big thing is that they are usually less charmers and more monsters, angry on their best days. So, while it is not a refresh power difference, they play entirely differently. They aren't so slick and political. They are more like BCVs in this; they don't resist their temptation. Hunger only serves as a guide for when they HAVE to stop doing other stuff and actually eat.  There are no Thomases, no half-ways, no good guys.  They aren't born the same (well, some legends say they are the souls of people who were so mean/powerful that they crawled right back out of the afterlife).  Their natural state is somewhat monstrous, with long patches of white hair growing from irregular places on the skin. This is hidden by human guise. Lastly, without any real guide, i just made their blood some nasty yellowy-orange-pus type mess.

As they progress, the open up into flight (common for most types of asian vampires), shapechanging (wolves), and "dark magic" - whatever that is.

94
DFRPG / Re: New Game: Going Golem
« on: November 21, 2010, 01:18:25 AM »
Given that demons can bat at your circle and not dissolve, i'd go with that.

95
DFRPG / Re: New Game: Going Golem
« on: November 20, 2010, 02:04:32 AM »
I've been toying with this, and I think it should be 3 spells:

Creating the construct: I'd say that this is a spell of around (your refresh level)+4, to make an ectoplasmic construct. You'd probably want to increase this for believability, probably into 5-10 more shifts of power.  I'd actually set the base difficulty to see through the guise as how many ever extra shifts over the base difficulty you add. This requires several token parts of yourself (fingernail clippings, hairs, blood, ect) - the more ties, the stronger the connection.

Warding your body:  This is nothing more than a block-type ward versus possession for your body. Given the relative ease of making circles to ward out spirits, this is the least complicated part.

Transfer your consciousness: This is probably the most difficult, and relies on grey-area necromantic principles. It requires [enough shifts to take yourself out, assuming no resistance]+4, and in game terms really just applies the aspect "In my Golem body" to you.

Effects:  In your golem body, you can act pretty much as you do in your normal body (your powers and skills are accounted for in the cost of the body). However, strong wards, running water, countermagic, ect can knock you out of your construct.  This is normally fine - your spirit will bounce right back into your body - but can be a serious problem if someone erects a ward around you before destroying your form, as your spirit can get stuck. Also, enough of "you" exists in the golem form that you can still be targeted with mental attacks, curses, and the like. Lastly, while your golem could use your focus items and such, it sucks if you lose those due to the golem's destruction.  Lastly, you are bound by wards like a spirit, rather than a mortal.
The advantage is, of course, people dealing physical damage to the construct can't really hurt you. However, any real physical damage to the construct is translated into mental damage on you, meaning that it is still worth conceding well before the golem is fully destroyed.

A fourth spell can be made (difficulty 4-8) that simply destroys the physical tokens of you that are embedded in the golem, once the golem is destroyed or abandoned.

Due to its power, the spell costs 1 fate point to activate, and lasts until broken, abandoned, or sunrise.
---
Any thoughts?  Should the spell really require a bucket of fate points (which the caster will not have on a regular basis, given that casters run at low adjusted refresh?)

96
DFRPG / Re: New Game: Going Golem
« on: November 19, 2010, 08:39:01 PM »
What if you didn't really want the golem to have any other powers than allow you to use your own skills and magic? (and see and speak and such).

Is a refresh-based power set the only way to do this? Will it cost the caster X fate points to activate?

97
DFRPG / Re: Increasing the skill cap to Fantastic (+6)
« on: November 19, 2010, 05:37:29 AM »
My group started at submerged, and is averaging 3 skill points before a refresh increase. So I'm thinking that 15 is my magic number, as it will give them 15 skill points over their starting level (total of 50).

98
DFRPG / New Game: Going Golem
« on: November 19, 2010, 05:29:47 AM »
Say you wanted to create a golem-you, then astrally project (in dnd terms-ish) yourself into said golem, and run around, leaving your new body safe-if unconscious- back at home base.  What would such a spell look like?  What would the limitations be? What type of thaumaturgy would you call it? (is it necromancy to put part of your own consciousness into another receptacle, a la dnd liches?)

And... go!

99
DFRPG / Re: Soulfire Spell Effects?
« on: November 18, 2010, 01:23:11 AM »
The reason is that a catch must be one less than the total of the powers affected by it.  The solution is usually to have either the catch re-written so that it fits for a -1 catch, or to buy supernatural toughness OR inhuman toughness/inhuman recovery, thus spending more refresh.

100
DFRPG / Re: Runes?
« on: November 17, 2010, 03:37:13 PM »
I too have called "Runecasting" as nothing more than "potion slots" in game terms. It seems to work best.  Except, I just use the crafting specializations.

101
DFRPG / Re: New to RPGs - need a rundown.
« on: November 17, 2010, 12:44:45 AM »
Woot! I was helpful!

102
DFRPG / Re: Classifying Aspects
« on: November 17, 2010, 12:17:43 AM »
I don't know if they fit any of your list, but I might add:

Completely Positive Aspects
Completely Negative Aspects
Lawbreaker-Influenced Aspects
Inhuman/Negative Refresh Aspects

103
DFRPG / Re: Limits on the number of manuevers?
« on: November 17, 2010, 12:01:47 AM »
What consequences do you give to, say, an average ghoul? An average BCV?

It will significantly speed up play (and make the players feel more powerful) if they don't have to go through many consequences. 

On the other hand, it specifically states that sacrificing someone is all of their consequences in power, and that transforming someone else / killing someone else is very high complexity, due having to take out all of their consequences.

Would you say this changes for unimportant PCs?  Like, killing the gardener is only like a complexity of 12, but the president is still 30?  How is that reflected, game-wise?

(I guess the answer is "you don't really know if I wrote down that he has those consequences or not, so you'd better be prepared to go through them all").

104
DFRPG / Re: 5 Elements = At least 5 Different Ways to make veils?
« on: November 16, 2010, 05:01:01 PM »
HA! Well, that's sort of what harry describes... his spirit veil is already murky and hard to see through.  You can imagine that doing it in a different way might create a situation where you can't see them, and they can't see you.

105
DFRPG / Re: Limits on the number of manuevers?
« on: November 16, 2010, 04:59:21 PM »
Is there a rule somewhere that some NPCs don't get consequences?  Cause I've been house-ruling that they get less or none to make it seem more realistic (that it doesn't take 30 shifts of knife to sacrifice a baby).

Perhaps I should re-read the NPC section again.


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