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Messages - HobbitGuy1420

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1
DFRPG / Re: Sacred Guardian (old vs. new)
« on: July 03, 2015, 03:22:57 AM »
The revised version is in the Paranet Papers page 333, for comparison

2
DFRPG / Re: Sacred Guardian (old vs. new)
« on: July 01, 2015, 12:35:30 PM »
Tot, the issue is that Stress isn't damage - it's the *potential* for damage.  Damage is reflected by Consequences, and the circumstances in which Sacred Guardian can be used (in my experience) generally allow the user to avoid taking Consequences unless there's an external source of Mental stress around (which there rarely is).

3
DFRPG / Re: Sacred Guardian (old vs. new)
« on: July 01, 2015, 04:43:27 AM »
Yes - now it just serves as Catch justification (no cost)

4
DFRPG / Sacred Guardian (old vs. new)
« on: July 01, 2015, 02:09:39 AM »
So, I've heard from several places that Sacred Guardian as written in Your Story is a poorly-written power.  I understand this, but am having trouble actually communicating it.  Can anyone help me to put into words why old-version SG is problematic?

While we're at it, I've also seen an opinion that the new version is overpowered - and that, I can't see, as it essentially acts as systems justification for an effect that basically had narrative justification anyway...  any thoughts?

I searched before making this thread, but couldn't find anything on the subject on these forums, so...

5
DFRPG / Re: Hexing in the late-mid-1800s
« on: July 02, 2013, 04:46:36 PM »
My thoughts right now are that magic:

Spooks animals (way too many fun potential Compels, there),
Causes odd patterns to appear randomly around the practitioner (a cloud bank appears to have a herd of cattle stampeding through it, a tumbleweed's path almost looks like writing from the right angle, a spilled glass of whiskey forms into a face shape),
Causes premature graying of the hair (not 100% tied to this one, but it sounds cool)

6
DFRPG / Hexing in the late-mid-1800s
« on: July 02, 2013, 02:21:50 PM »
So, I know that the form hexes take has changed over the years, from witch marks to curdled milk to technology fritzing. 

What would folks say should be the effects of a Hex in the 1800s, specifically in a mostly-lawless western setting?

Edit:  Ooooh.  How about this?  Magic-users spook animals.  Low-level talents make cats skittish and horses nervous.  High talent powers can cause stampedes just by walking by a farm.

7
DFRPG / Re: The foul works of Annuvin, servants of Arawn
« on: January 12, 2013, 12:24:47 AM »
It's an experimental attempt - I just figured that granting Fate Points was the best way to represent the "the survivors get more powerful as members are slain" part of things. 

How do you mean, a variable cost?"

8
DFRPG / The foul works of Annuvin, servants of Arawn
« on: January 11, 2013, 04:49:09 AM »
So, I've been listening to Lloyd Alexander's Prydain chronicles lately (yeah, I know, kids' books.  Still good stories!)  and it struck me that there are some fun concepts to be explored.

My thoughts thus far:

Adaon's Brooch: (-2? -3?)
An Item of Power.  Grants +1 to Assessment actions, Cassandra's Tears without the social penalties, and the Aspect "Quiet wisdom"

Cauldron-born have Living Dead and Physical Immunity (Catch of Dyrnwyn's Power)

the Huntsmen have another custom power:

Death Pact (-2)
Requirements:  You must have an Aspect involving this pact.
Strengthened by death: You are tied to a band or pack of fellows.  This unwholesome bond strengthens you, should the other members of your band fall.  Any time another character with this Power is Taken Out with a "Death" result, you immediately gain a Fate Point.
Strong Pact (-2): Your bond with your fellows is especially strong.  Any time another character with this Power is Taken Out with a "Death" result, you immediately gain a number of Fate Points equal to the number of characters with this Power who were killed this scene.  For example, there are a party of five Huntsmen with this Power menacing the party.  Fflewddur Fflam manages to kill one with a lucky shot, giving the remaining Huntsmen one Fate Point apiece.  A few Exchanges later, Eilonwy takes one of the remaining Huntsmen in the throat with a lucky arrow.  The three remaining Huntsmen each gain two Fate Points apiece. 

9
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: January 08, 2013, 02:55:53 AM »
I'd just imagined Mother Winter as Baba Yaga.

10
DFRPG / Re: ????mancer
« on: September 07, 2012, 07:27:25 PM »
I don't think Dresden Files magic can target concepts that easily - you can't, for example, channel destructive magic at the concept of "speed limit" to get out of paying the fine for going 115 in a residential area with a loup-garou in hot pursuit.

11
DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 06, 2012, 05:34:27 PM »
Maeve?  Something juuuuuust this shy of a horrible spiteful insult, I think.  Useful, but at the sime, not nice. 

A jumbo-sized box of condoms, maybe?  Not sure what tone to go for.

Also, keep in mind the Fae situation regarding gifts and exchanges.  If they don't get something back from the wedding, it could be... problematic.

12
DFRPG / Re: Stating Slenderman
« on: September 06, 2012, 12:44:55 AM »
really, Evocation is pretty much limited by what you can justify (and what your GM is willing to accept), so allowing mental attacks with Spirit isn't impossible.  Heck, all the Elements have mental/emotional influences, too. 

but that's sort of beside the point.  perhaps a new thread for mental evocation?

13
DFRPG / Re: What's in the BOX?
« on: September 04, 2012, 06:56:54 PM »
<UHF>

Nothing!   STUPIIIID  YOUU SOOO STUPIIIIID!!!

</UHF>

in all seriousness, I like the options presented so far.

14
DFRPG / Re: Stating Slenderman
« on: September 04, 2012, 06:55:41 PM »
Yyyyeah... that wouldn't end well.  Slendy invokes his "twister of minds" aspect for effect.  Now who's the thrall?

15
DFRPG / Re: Stating Slenderman
« on: September 04, 2012, 12:20:39 PM »
Let us know how it goes, JDK.  I'm curious to see how Slendy treats a party.

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