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Messages - Logan01X

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DFRPG / Re: Need help figuring out a spell
« on: March 13, 2012, 02:19:21 AM »
I figured hexing would be alot easier, thanks anyway for the advise

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DFRPG / Need help figuring out a spell
« on: March 05, 2012, 06:41:17 AM »
My group hasn't played Dresden Files for a while, but we're going to be starting up a new game and i need some help figuring out a spell that might come in handy, so i'd appreciate anyone's input on how to pull this one off.

Basically, I'm looking to create a spell that can teleport something to my hand. If you've read any of Simon R. Green's Nightside series, I want to make John Taylor's bullet trick. Say someone is pointing a gun at me, and i raise my hand and i have the bullets from their gun.

How should this work, evocation or thaumaturgy? Should it be a maneuver putting an aspect on someone or what?

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DFRPG / Re: DFRPG Character Creator/Manager
« on: October 13, 2010, 04:52:32 PM »
Great improvements on the program! I had the same thing happen to me as Lordoracle. I'm running windows7 and running it as administrator seems to help the crashing but it still adds the book templates every time i click the custom button.

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DFRPG / Re: Weird Character Combinations
« on: October 06, 2010, 04:50:16 AM »
A hacker for the Supernatural community and tech support for things that dont do well around modern tech.
The sentient clockwork creation of a mad sorcerer (named Geppetto) that is a Accords negotiator.
White Court Vampire outcast and enemy of most of her family that runs bar/night club.
Monster hunter of the church, with all inhuman powers through items and bad ass magic sword, but has a soft spot for "monster willing to change and be good".
And my character, a private investigator half vampire...serious nazi's during ww2 turned him into a half black court vamp that only has supernatural powers during the night

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DFRPG / Re: DFRPG Character Creator/Manager
« on: October 04, 2010, 04:33:51 PM »
-Powers don't discount (soulgaze+the sight, sponsored magic, specifically)

I thought it was a bug to at first, but you have to select "The Sight" first. Then "Soulgaze (The Sight)" pops up in the available powers and it has a refresh cost of 0. I'm guessing it doesnt show up till after you take "The Sight" because you cant get "Soulgaze" discounted until after you get the "The Sight" like in YS.

There are some powers that dont appear until after you select the main power. Like catches dont appear until after you take a toughness or recovery power and involuntary change or rare change dont appear until after you take human form.
With the Sponsored Magic, the cost is *, and outside the box right next to it is a 0, which you can change to a 2 or whatever number you need, just like with the catch power on this program

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DFRPG / Re: DFRPG Character Creator/Manager
« on: September 30, 2010, 04:30:39 AM »
just downloaded version 1.0.0.1 and built my character with it, This is a great program by the way and thanks for all the work your putting into it. i did find a couple of things

In version 1.0.0.0, when you viewed the character sheet it gave the description of your supernatural powers and stunts, in version 1.0.0.1 it does not. I dont know if its supposed to be like that or if something just got mixed up in when you were going through the coding or something

Human Form didnt automaticaly add a point of refresh back, if you put -1 in the box next to it, it balances out. but when i saved and then opened up the character again, i had 1 to many points of refresh. I changed the -1 in the side box for human form to a 0 and it was off again, but when saved it was at the correct refresh, so all and all it works out.

thanks again for all the work your pointing into this program, its fantastic

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DFRPG / Re: DFRPG Character Creator/Manager
« on: September 29, 2010, 04:37:45 AM »
Nice first run, i just built my character on it to give your program a test drive. it works great
i did notice one thing, under the mortal stunts, the description of the Investigation stunt "Pin the Tail" is the same as "Listen"

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DFRPG / Re: Limits of Focus Items
« on: September 22, 2010, 07:15:56 AM »
The way i read it is that your Lore is the limit for the total bonus a focus item can have. if your lore is a +4, lets say, so any of your focus items can have a total bonus (adding up the total for offensive/defensive control, offensive/defensive power for evocation, complexity or control for thaumaturgy and strength and frequency if crafting thaumaturty) greater then +4 for a single item. if you burn the points in refinement for more focus item slots to increase your bonus you could have any number of focus items and they could all have a total bonus of +4 until you raise your lore, then you can raise your bonus from your focus items. I dont think theres a limit to the number of focus items you can have, thats what i get from it

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DFRPG / Creating a "Dead Like Me" Grim Reaper style character
« on: September 22, 2010, 06:24:20 AM »
I'm looking at making a character that is basicly a grim reaper a la the tv show Dead Like Me. I'm trying to stay close to the show and I got the supernatural powers pretty much figured out but i'm looking for some outside my group input, thanks in advance for the help. for my power set, i was looking at:

Living Dead (YS164) [-1] - he died and was "reaped" and joined the "Undead" as Rube put it

Flesh Mask (YS175) [-1] or Human Guise (YS176) [-0] - either works for the mortal body reapers like in the series, just not sure on which one yet

Ghost Speaker [-1] (YS169)- reapers can see and speak with the ghosts and spirits (gravelings were the only other spirit seen in the series)

Inhuman or Supernatural Recovery (YS185/186) - either will do, i'm leaning more to Supernatural cause in a few episodes Mason is seen with minor wounds and its mentioned many times that reapers heal really fast, but they dont seem to have a crazy regeneration rate to get mythic recovery.

The Catch (YS185) - This i need some thoughts on, nothing in the Dresdenverse has been seen in the show and never saw anything that they couldnt recover from. i was thinking about some kind of magical or like divine god like power (angels, demons, gods, ect.) I was also thinking about destoying the eyes, since theres the whole "the eyes are the window to the soul" thing and a reaper is basicly a soul inhabiting a body.

Now I was wondering about an "Soul removal" or "Reaping" power. As seen in the show, the Reapers can remove any soul from any body, not just the people scheduled to die and put the soul back in the body. but doing any "unscheduled reaping" has not so good consequence, so i'm not planing on using this power as an attack or at all. My GM is good with having a High Concept and Trouble Aspects that will cover my reaping job and the such. Also I dont plan on actually killing any humans since it seems that when a reaper kills a person, that person's soul pops out as a graveling and torments them. So should we leave this up as a "Power of Plot" power or make a custom power? and what would the refresh cost be since being able to remove someones soul at will seems really really OP.

Its an interesting character concept and plan on him being more skills and some light social, and not so combat heavy of a character. Feel free to leave any comments or thoughts, i like getting outside perspectives, thanks

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DFRPG / character creation help
« on: June 02, 2010, 07:23:20 AM »
I'm thinking of playing someone who is a descendant of the real Dr. Jekyll that has his own Mr. Hyde. For the powers I was thinking of using this build

Dr Jekyll Form (As Human Form with Involuntary change, caused by anger/rage or even sometimes when he sleeps) +2
Mr. Hyde Form (As Beast Change) -1
Inhuman Strength -2
Inhuman Speed -2
Inhuman Recovery -2
Inhuman Toughness -2
The Catch (Magic) +3 (not easy to get +1 and easy to research +2)
Total -4

I was thinking of using a Discipline roll to resist the change at a difficulty the GM decides is fair for the situation. Of course I would have to take the Aspect "You wouldn't like me when I'm angry"
   

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DFRPG / Re: WotC OGL WTF?
« on: May 29, 2010, 06:23:40 AM »
perhaps WotC is not "Wizards of the Coast" but in fact "Wizards of the Council"...or maybe not, but that is a good question

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DFRPG / Re: Enchanted Item: Psychic Paper (kinda)
« on: May 13, 2010, 03:45:20 AM »
that is what i was thinking. i can deal with being arrested for impersonating a cop, but a warden coming after my head for it aint such a good thing

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DFRPG / Enchanted Item: Psychic Paper (kinda)
« on: May 13, 2010, 03:09:54 AM »
I'm going to be playing a wizard who's cut his ties to the white council and has become a monster hunter, helping save people from those things that go bump in the night. I'm trying to make an enchanted item that is a fake id thats based off of  Doctor Who's psychic paper. basically to help me get into places to look over crime scenes or dead bodies at the morgue, i say some fake name then flash the enchanted item and it shows the name and looks like whatever its should, be it fbi, police, health department, ect. I was thinking to work it like the skill stunt for deceit, document forging. it says to roll your deceit when making a fake id and the person looking at it has to beat that roll with either alertness or scholarship to see if its fake. I was thinking using the enchanted items strength as the deceit roll against the alertness or scholarship roll of the person i'm trying to fool. then i would just need to make my deceit would beat them and the magic id would look real to them. what does everyone think about it, i'm open to sugestions   

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good point. just curious but what are you doing for wyld magic? someone pointed out reflavoring hellfire, but i kinda like soulfire better fit but the meeting the holy catch wouldnt work. what about spending 1 fate point to meet requirements for 1 catch for the entire scene? a good hunter knows what really hurts his prey.

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true, i just like the idea of kicking in a door and blasting loup-garou in the face with a shotgun of power loaded with silver buckshot shouting "Bad Doggy, sit!" maybe i watch to much supernatural...

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