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Messages - siggelsworth

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DFRPG / Re: Tagging own temporary aspects
« on: February 08, 2011, 07:32:59 PM »
If the GM's looking for a way to justify making an NGM more difficult than mediocre, there's always the option of complicating the roll with a modified skill.  Defusing a bomb and looking to place the NGM "Focused on the Blue Wire" to help your next Craftmanship? Have the roll modified by Discipline.  Attempting to "Center Yourself" in the heat of battle with Discipline?  Modify it with Conviction.

I have a lot of fun looking at my players' skills for opportunities to tell them to roll with a +/-1; it makes them feel like their full allotment of skills are at work.

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DFRPG / Re: Other -anthorpes
« on: February 04, 2011, 05:59:54 PM »
I've really enjoyed pitting my PCs against a gang of Mousanthropes.  They're the grunts for a pack of were-rats that run the county landfill, which is the base of operations for the chupacabra that followed the RCVs up from Latin America during the escalation of the RCV/White Council war.

While I don't have their stats handy, the emphasis is on stealth (Cloak of Shadows and pack ambushes) and Inhuman Speed, though they can chew their way through obstacles pretty well with a dash of Inhuman Strength.  As a special trapping via Echoes of the Beast, they can essentially attempt to Hide in Plain Sight wherever there is sufficient cover to scurry behind.  All of the supernatural badness is restricted by Human Form (darkness only)--catch them with the lights on and you can swat them with a broom (enchanted or not)!

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DFRPG / Re: Paging Dr. Hicks, Dr. Fred Hicks please
« on: January 21, 2011, 01:49:54 PM »
I could see the Conviction score of the person creating the circle playing a significant part.  Sure, Lore lets you know that you can make a circle, but Conviction is a measure of your faith in the ability of the circle.  If my players wanted to do this, I would probably start with the base threshold value and add their Conviction score (or possibly a Conviction roll).

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DFRPG / Re: red court question
« on: January 19, 2011, 02:58:48 PM »
Along the same lines, I think it's safe to say that the major NPCs are going to be benefitting more through the greater variety and strength of skills than the mooks (Survival, Alertness, Investigation, Lore, etc.)

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DFRPG / Re: Casefile: Neutral Grounds
« on: January 18, 2011, 07:49:29 PM »
Thanks EHP & Friends!  It looks great--can't wait to break it out!

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DFRPG / Re: Declarations for Skills (Compilation and Clarification)
« on: January 14, 2011, 03:25:42 PM »
This is where my confusion comes in regarding Declarations.  Do the RAW say that Declarations don't require any time to perform, that they are more of an instantaneous observation of something that is already in place but that the GM hasn't pointed out (or thought of)?

Some of the above examples like Totally Focused or The High Ground seem like they would require an action to establish--most likely a manuever.  The example of My Buddy Herbert seems like it could go either way: pay a Fate Point to Declare that Herbert fortuitously arrives; or perform an action to make a free Contacts roll to see if you can get a hold of Herbert and have him come help you.

Am I missing something?  I'd hate to think that I was making my players work too hard spending actions on things that could be instantly managed via Declaration.

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DFRPG / Re: Scene Aspects
« on: January 12, 2011, 09:53:13 PM »
Next week is our 1st FATE/DFRPG game, and I totally plan on throwing note cards out onto the table.

I've been thinking it would be interesting to, when a player tags/invokes one of the Aspects on those cards, place an off-colored poker chip (so as to not confuse it with Fate Point reserves) on it to give a feel as to what's being used throughout the course of the conflict.  I'm hoping this will be a lively way of reminding us newbies that there's something out there worth not forgetting about.  I may even use one color for the PCs and a different one for the opposition--just to visually represent who's working which angles to their advantage.

Has anybody else had any fun doing something like this?

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DFRPG / Re: Severe consequences aspect suggestions
« on: January 11, 2011, 02:05:43 PM »
Wyrdrune, VERY excellent idea!  I'd compel the heck out of that though every time the player got whacked upside the head...

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DFRPG / Re: MTV Geek Best FRPG products of 2010
« on: January 11, 2011, 02:02:56 PM »
That's a very cool list with some (1 in particular  ;) ) very cool games!

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DFRPG / Re: Two questions
« on: January 10, 2011, 08:37:33 PM »
Did soldier x serve in the 1st Earth Battalion under Lt. Colonel Jim Channon? He could have started his evoking career on goats.

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DFRPG / Re: Severe consequences aspect suggestions
« on: January 10, 2011, 08:31:46 PM »
How many eyes does it take for a wizard to turn on the Sight?

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DFRPG / Re: Wererhino: The Catch?
« on: December 31, 2010, 03:13:43 PM »
If I've read correctly, Inhuman Strength/Toughness/etc. are not REQUIRED but rather are an option for a Were-Form by way of YS82-83:
Musts:"At least two refresh points’ worth of abilities from the options list below."
"Options: The character may take up to two of these abilities—Inhuman Recovery [–2] (page 185), Inhuman Speed [–2] (page 178), Inhuman Strength [–2] (page 183), or Inhuman Toughness [–2] (page 185)—so long as those abilities are in sync with the animal form he assumes.  Similarly, abilities may be taken from the Creature Feature category (page 162) or the Minor Ability category (page 169) if they can be shown to be a part of the creature’s natural advantages." 

So, at least 2 Refresh need to be spent on some combination of Inhuman ___, Creature Feature, and/or Minor Ability powers.  If the were-form doesn't change mass automatically, then it is presumed to not automatically benefit from any of the "powers" that a naturally occuring animal would have like toughness.  In our games, the player has to spend Refresh to purchase Wings, Claws, Toughness, Speed, or anything else that their animal form ought to benefit from; if they don't, then it is played as though--even if visually present--the shape shifter does not have sufficient training/control to properly utilize them.

Keep in mind that the skill shuffle still permits for some pretty amazing shifts in power.  A weakling with Average Endurance, Might and Fists shifts into a bear with Superb Endurance, Might, and Fists...that's three +4 gains in combat effectiveness without buying any powers!  IMO, this represents the "natural" improvement in toughness: a low-Endurance PC can shuffle their skills to get more tough, whereas a high-Endurance PC is already a bear of a man!

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