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Messages - GoldenH

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1
The PCs did it, but it was future versions of them who time travelled to the past to start it. They have to figure out why they did it in the first place, before paradox unravels the time-stream.

2
DFRPG / Re: Making Holy Water.
« on: August 24, 2010, 06:06:53 AM »
Well, maybe he did, maybe he didn't. God got pissed at Moses because he wouldn't own up to his own badassitude and do things for himself. And playing Moses-like-faithworker is a workable character concept.

3
DFRPG / Re: Making Holy Water.
« on: August 20, 2010, 02:27:21 AM »
If you can turn a sea to blood, then surely you can make it Holy.

Of course it would require a great deal of Faith...

4
DFRPG / Re: Newbie questions about the RpG books
« on: July 23, 2010, 02:39:51 PM »
isn't that a special 2-for-1 deal anyway?

5
DFRPG / Re: Recovery Powers and Taking Consequences for Rituals
« on: July 23, 2010, 02:38:58 PM »
sure but how much time? you could say you only start healing a day after the injury and that'd fit the text just as well.

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DFRPG / Re: Newbie questions about the RpG books
« on: July 23, 2010, 01:38:34 PM »
You're not going to get THAT many pages printed, bound and looking nice for $40. Maybe if you can just print out a ream of paper at your local college and get away with it, but otherwise - nah. Toner and all those other hidden costs will get you! If you absolutely have to be cheap, get Your Story printed and Our World in pdf - you can always just print out the individual pages of OW you're using.

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DFRPG / Re: Recovery Powers and Taking Consequences for Rituals
« on: July 23, 2010, 01:23:05 PM »
I don't see any problem doing this, since high Conviction/etc give you extra Minor Consequences instead of stress boxes, and all you need is an excuse to start healing - hit the hospital or have a bud around to do first aid after doing your bloody ritual and you're all back to normal. What's the big deal, having Supernatural Recovery? You can use your single moderate consequence? pfft. Being able to heal some of your consequences during a turn? pretty nifty - but not more nifty than just having more consequences via a Stunt. Being able to heal without an excuse? It's okay but not game breaking.

I've seen plenty of movies or whatever where the BBEG powers a dark ritual by chopping off his hand or opening up his arm only to have it heal a moment later. Psychic or Social trama would be awesome too. All the consequence is, is justification for another maneuver.

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DFRPG / Re: DFRPG Faq
« on: July 23, 2010, 06:20:26 AM »
It looks okay to me?

Oh, I guess I didn't catch the formatting thing before I uploaded the newest version.. hehe.

http://hammerand.com/goldenh/DFRPG%20cheat%20sheet.pdf
http://hammerand.com/goldenh/DFRPG%20cheat%20sheet.doc

Always looking for anything people think should be added to it.

9
DFRPG / Re: Hexing and EMP Hardening
« on: July 20, 2010, 05:33:43 AM »
Also, EMP hardening often happens by just using older technology, which is more resistant to EMPs (like say, vacuum tubes). Still, not too much better - Harry still likes to burn out lightbulbs, apparently.

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DFRPG / Re: Hexing and EMP Hardening
« on: July 17, 2010, 07:59:17 AM »
Seeing as how any metal structure (eg a shed) works as a faraday cage, the note was quite superfluous. The cage might act as an anchor of a ward, and block any mundane tracking beacons, without him having to Hex everything (including things that he might not want hexed). But you can very clearly hex things that aren't vulnerable to EMP, so it doesn't work that way. Butter's statement holds more ground as an anology than scientific investigation.

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DFRPG / Re: Hexing and EMP Hardening
« on: July 17, 2010, 04:05:24 AM »
Depends what you mean by EMP hardening. How do you think people go about EMP hardening?

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Most of these options kind of ignore the part about having wizards *be a part of human society*, that is, if you have a mercenary or batman or whatever (even Harry) they're not doing stuff normal people do. So I'd start off looking at that. Are they going to be part of supernatural society or mortal society? And I think if you decide they are part of mortal society you start seeing a lot of ways to introduce a wizard into things. Even as a supernatural society, you could have anything from a faith healer to Steve Irwin

13
time magic to prevent them ever becoming a black court in the first place.

Use a paradox-performing ritual to keep their personality/memory the same at your option.

Possibly just drag them forward in time instead of seeing 'who would they be now if they were never a blampire'

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DFRPG / Re: Using DFRPG for True Blood
« on: June 22, 2010, 02:52:08 AM »
That said, there are long term effects from drinking vampire blood, so drinking it probably requires changing an aspect to represent that. (Alternatively, represent drinking it as taking an Extreme Consequence)

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DFRPG / Re: Using DFRPG for True Blood
« on: June 22, 2010, 02:47:19 AM »
I'm actually willing to say that True Blood vamps are weaker than Dresden Files vamps. Obviously there's quite a bit of power difference between Jessica, Bill, Eric and Godric, but when all's said and done their powers are more plot device than straight up strength. I would let them spend Fate Points to do invoke some impressive feats on their Aspects but they are merely inhuman (It counts as Ritual Magic: I Am Vampire at most), with elder vamps having higher skill caps.

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