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Messages - Rougarou

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1
DFRPG / Re: Where I Read: The Paranet Papers
« on: May 01, 2015, 09:36:05 PM »
I don't think Warden Chandler's specialization pyramid works. He's got four +2s and only two +1s on his evocation.

I seem to recall seeing this too, but if I'm not mistaken, the pyramid works if you throw his thaumaturgy specializations into the same pyramid. I found it interesting because it implies that I've misunderstood the rules on specializations this entire time... I also thought they had to be balanced entirely within evocation and thaumaturgy separately.

2
DFRPG / Re: How do you deal with players who want Scions?
« on: May 01, 2015, 09:28:46 PM »

Tyche:
Incite Misfortune (ranged, weaponized etc...)


While it may be a bit nitpicky, I wouldn't use Incite Emotion for this because Misfortune isn't an emotion... and because (if I'm not mistaken, don't have my books handy) when upgraded to Weaponized,  it deals mental or social stress, not physical.

I feel this could be better modeled by as a form of Channeling using "Luck" as an element. If you want to modify it to less resemble mortal spellcasting, I suggest a custom power working the same way but removing the focus items and combining the roles of Conviction and Discipline into one of the two skills... I figure you shouldn't have to adjust the cost that way since adding the trapping from one to the other is basically the same as a one refresh stunt and losing the focus items should refund a refresh since that's what it costs to buy the same amount (again, no books right now) of focus item slots with Refinement for Evocation or Thaumaturgy.

3
DFRPG / Re: Wizard power level without the Laws of Magic
« on: April 05, 2015, 02:47:54 AM »
seeing the future kills mysteries faster than Sherlock Holmes with a time machine.

Actually, I'd say it kills them exactly as fast.

4
DFRPG / Re: Stats for NagaAiravata?
« on: March 31, 2015, 05:37:53 AM »
Not really sure about the Naga, but I wanted to make a comment about the Quarin you mentioned. I didn't read Ghoul Goblin, but if you're saying that it can grant sponsored magic, that means that it is Plot Device levels of powerful, so the standard rules for that apply: Anything is should be good at should be at Epic (in this case, since it can sponsor a mortal's magic, I'd guess all spellcasting skills would be Epic), any skill it seems like it wouldn't be really good at is Fair or Average, and anything in between is good or great.

5
DFRPG / Re: How do White Court Vampires procreate?
« on: November 29, 2012, 07:54:06 AM »
Lord Raith killed ALL of his sons prior to Thomas when they were young. It wasn't because they were "eyeing the throne." It was because he's a paranoid old bastard and they might one day "eye the throne." And while the same may have been true of his daughters, he kept them in check by feeding on them, but he couldn't bring himself to do the same to his sons. Because according to Lord Raith, "Incest is okay, as long as it ain't gay." Not cool Lord Raith... not cool.

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DFRPG / Re: Son of Thor.
« on: November 11, 2012, 12:43:24 AM »
Not what I meant.

My point is, a taser costs no Refresh. And it's electrical. Mjolnir's electrical-ness should likewise be free.

Just because the narrative tags attached to items are free doesn't mean you can swap them out whenever you want. It just means you need not spend Refresh on owning items with them.

Ok, now we are on the same page.

7
DFRPG / Re: Son of Thor.
« on: November 10, 2012, 04:33:11 AM »
A question about the rules: Why the Mjolnir in your example has a + 1 refresh value? Maybe I am a little confused about the rules for the Items of power.

As someone else mentioned, an item of power's discount and the refresh of the powers attached to it must be at least -1. If there were at least three refresh of powers attached, the discount would be +2 for an obvious item.

8
DFRPG / Re: Son of Thor.
« on: November 10, 2012, 04:23:02 AM »
I disagree with the lightning damage being a narrative descriptor that you could get for free. A character with no supernatural power can't say that his baseball bat/bullets/rubber chicken is charged with lightning when he realizes that the iron golem he's fighting is weak to electricity.

Also, yes, you could throw any hammer one zone away for free, but then you have to go get it to use it again. I also give my players leeway on the one zone range for breath weapon because I feel it's a poorly written power (as has been mentioned on this forum before).

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DFRPG / Re: Son of Thor.
« on: November 10, 2012, 01:17:10 AM »
While I agree with the statement that channeling can be much better than breath weapon, I picked that in my write up because it keeps the character from needing conviction and discipline to use it effectively. And I do agree that it seems odd to have a power on a weapon which provides a weapon rating to characters without a weapon, I think it's worth it for the range and the fact that you could do a lot of maneuvers with lightning, not to mention it may satisfy a catch that the hammer itself doesn't... Though technically the hammer would be holy... So there is that to consider too.

10
DFRPG / Re: Son of Thor.
« on: November 08, 2012, 12:48:41 PM »
Hrm...
Inhuman Strength -2
Supernatural Toughness -4
The Catch (???) +?
Item of Power - Mjolnir +1
Breath Weapon (Lightning) -2

That's a total of -7 refresh assuming a +0 catch. If you get at least a +1 Catch, he can upgrade to supernatural strength. Also, you could start with supernatural strength and no Mjolnir until later when he learns his identity and the refresh level may have risen.

Note: I went with breath weapon because it's aimed with the Weapons skill and affords better synergy than channeling would. Don't see much need for a custom power here.

11
DFRPG / Re: Resisting magic?
« on: September 28, 2012, 04:52:56 PM »
Zero, there is a reason he put a spoiler tag there. You need to put a spoiler tag on your reply too, because it's giving away details to people who, like you, have not read all the books.

12
DFRPG / Re: Magic Etch-a-Sketch complexity question
« on: September 20, 2012, 09:20:43 AM »
First, I agree that skill replacement isn't always the best method of handling thaumaturgy difficulty. As stated, if you do a Resources replacement, a twelve shift ritual could likely get you a nuke, which is overpowered. On the other hand, if you wanted to do a thaumaturgy teleportation like spell and used an Athletics replacement, those same twelve shifts only moving you twelve zones seems underpowered... especially when you consider that wouldn't come close to letting you leave the blast area of the nuke that last fictitious ritual just summoned.

However, in this case, I don't think a skill replacement on Resources is that bad of a gauge. Consider what mundane items would be needed to accomplish the same thing, the drawing of a picture on one device that lets it appear on another device. Seems like a pair of electronic tablets with a 3G connections would fit the bill and you could probably buy two for between $500 and $1,000... putting the difficulty at Fair since a Fair Resources roll would let you buy anything under $1,000.

As I said though, that kind of thing doesn't always work. The big thing to ask yourself anytime you set a difficulty on something is, "Does that sound reasonable in terms of cost and benefits?" Here, it certainly sounds reasonable to me.. you're only putting in a Fair effort and in return you're getting something useful, but not amazing. It will allow the characters to communicate silently and effectively across a distance, but it's not going to win any encounter for them all on it's own. Plus, it requires planning ahead before it's actually used, which always makes a difference to me when I set difficulties (Wanna pick the lock on the exit door before the fight starts to make sure you have a quick way out? Burglary roll of two. Wanna do it while under fire and trying desperately to make an escape? Difficulty just went to five.)




13
DFRPG / Re: Using Evocation to move people
« on: August 19, 2012, 07:15:28 PM »
A maneuver that you'd tag for effect.  You should talk to your GM because you may only be allowed a free tag on the first opponent, but have to spend FP's to affect more targets.
Negative. The maneuver justifies the extra shifts put in moving the target instead of damaging them. I don't like the tag for effect mechanic in this instance. See the above excerpt from Rick Neal's blog.

14
DFRPG / Re: Using Evocation to move people
« on: August 18, 2012, 09:24:26 PM »
My personal favorite method of accomplishing this is to use a maneuver to place a knocked back aspect on the target and then use one shift per zone that the target is moved. So moving one target one zone is four shifts. Add two shifts to make it zone wide and it's 6 shifts to move all targets in a zone one zone away.

15
DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 09:40:44 AM »
Okay. That actually is more simple than I thought. So, the villain can break it up into 3 different spells, with the highest complexity being 9? That's easy enough to swing for a dedicated summoner. Man, if it's that easy, my summoner should seriously be looking for higher quality help.  ;D

Edit: D'oh! Misread the last part. That 20 is the real kicker. Finding ways to boost your complexity up to 20 would be an undertaking, to be sure...but probably doable on a mass scale if you are simply summoning multiple generic demons.

Also, just to make sure I'm reading it right, if you don't put more juice than your Conviction in, you can do it without taking mental stress? That makes summoning and binding really easy, and basically limited only by free time if you want to summon en masse. Good thing my villain has a day job. Oh, how long does each casting roll take?

This summoning breakdown is really useful, thanks. I think I will just straight up forward it to my player who is an ectomancer.

As Sanctaphrax pointed out, my number for the containment and summoning was off by two, it should be 13. Also, want to point out that those two must be accomplished together. Only the binding can be broken off as a separate spell.

And Sanctaphrax makes a decent point about summoning not depending on powers, but these are the rules as written. It's trivially easy to change this as GM by simply giving more powerful creatures higher conviction scores. If for some reason, you want a low conviction on something you want to be difficult to summon, give it an appropriate stunt or power to resist summoning. I'm not saying that Sanctaphrax has a bad custom method (I haven't read it, but he usually has fairly good ideas), but if you make custom rules about too many things, you can wind up losing your way.

Also, while I'm thinking about it. If your Raven Mockers would normally be Taken Out without taking mire than a moderate (like mooks tend to be), subtract six from the difficulty. Similarly, really powerful creatures might take an extreme, so add eight to theirs. 

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