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Messages - John Galt

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1
DFRPG / Re: The Power of SCIENCE
« on: August 06, 2010, 01:21:30 PM »
Elements wise I'd break it into:
Gravity
Electromagnetism
Entropy
Quantum

I'll post examples tonight if you want

2
DFRPG / Re: Changling Character
« on: August 03, 2010, 01:13:44 PM »
Its the combination of the two that's the problem.  You can stand back and mentally take out any opponent before they can even find you.

3
DFRPG / Re: Sponsored Magic "As Fast As Evocation" Question
« on: August 01, 2010, 01:32:37 AM »
Healing is not part of the Dresdenverse.  It is part of yours.  Fate isn't meant to be a straight jacket.  Write up healing powers.   For balance, you could model them off recovery powers.  Make Fate your own and have some fun.  That's what its meant for. :)

4
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 31, 2010, 05:33:55 AM »
You're severely weakening yourself for no reason. 

You're basically making a severely under powered enchanted item.  I don't understand why you don't take any of our suggestions, any of which would be more powerful and less rule breaking than what you've proposed.  I'm not even sure where you got 14 shifts of control though.  If you wanted a ritual that made a weapon4 that was active for an entire session, you'd need way more than 14 shifts of control.

5
Whamp, Blamp, Ramp - White Court Vamp, Black Court Vamp, Red Court Vamp.

Cowl is at the raggedy edge of writeable.  He's more of a plot device.  He's said to have more power than Faerie Ladies, and would be the strongest Wizard in the whole senior council.  I wouldn't give him anything below 40 refresh, and that's way too powerful for your group of 10 refresh PCs.

If you want a Kemmlerite I can write one up.  Though Blamps have the most potential to be seriously nasty.  Running around with superpowered Renfields and the ability to afflict mental stress on their opponents is no joke.  A Kemmlerite with zombie hordes isn't a pushover either.  I made a guy I wanted to be a PC in a more neutral/evil campaign that is based off the blood mages from Dragon Age.  Sponsored "Blood Magic," the ability to summon and bind demons, and 12 shift mental attacks are just some of the nastiness he can dish out.  And that's with only 10 refresh to work with. 

6
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 31, 2010, 03:32:57 AM »
No.

Its equal shifts for power and control.  So for weapon four itd be Great conviction roll and great discipline roll.

As has been said numerous times, you can't increase the duration of an attack.  You'd roll conviction and discipline, trying to get values at the weapon rating or higher, every exchange.

7
I'd go with a head of house whamp or blamp, kemmlerite, or scion/emissary of Dragon.   Lemme know which you'd prefer.

8
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 30, 2010, 12:45:34 PM »
Easy killer. I have. I got it right here nicely bound and smelling all nice and new booky, and on my lappy as a PDF. Had it for a while. It's the flame spell bound to my hand, part. Sure I'm over complicating it a bit but who hasn't been guilty of that on these boards, it's a fairly common problem/response for people new to the system. I just was floating it as an idea. Because it's fire that STOPS and moves with my HAND. That seems a bit more complex to me. Does it not to you? Sure I could reduce it down to as simple as shifts of damage in the attack, but should there or should there not be extra shifts involved in discipline, say, for such CONTROL of such heat? Would THAT not be a reasonable question? 

There isn't.  If you want there to be you have to house rule it.

Honestly I'd just give your GMPC a sword of the cross,  reduce the discount by one since it's retractable and call it a day.

But your desire to bend and break rules to make your GMPC more powerful than a PC is going to alienate your players real fast.

9
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 30, 2010, 04:38:04 AM »
Read YS.  Your just asking how to attack with magic, which is as basic as it gets.  Decide what weapon rating you want and roll conviction and discipline to generate power and control.

Logically a lightsaber or flame sword would act as weapon 4.  So you roll fudge dice + conviction bonus.  Every point below 4 gives you one extra mental stress.  If you roll 4 or above you take one mental stress.  Roll again + discipline to control the spell.  Every point below four is a point of fallout your GM can allocate.   Roll 4 or higher, you controlled it.

But again, it doesn't sound like you've read YS yet so I'd do That before asking these questions.

10
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 30, 2010, 04:28:33 AM »
For your convenience:

Jedi Knight:

Powers:
[-2] channeling(spirit)
[-2] ritual (psychomancy)
[-3] refinement

Skills
Superb: discipline
Great: lore, weapons
Good: conviction , athletics, endurance
Fair: might,  rapport,  presence
Average: intimidation, stealth, empathy

Rotes:
Force Push: weapon 3, 1 zone
Impale: applies the aspect "propelled by force pull"
Force Repel: Block 4 or Armor 2
Force Speed: applies aspect "force reflexes" to self

Enchanted items:
Lightsaber: weapon 4, 21 uses
Jedi Robe: block 8 or armor 4, 15 uses

11
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 30, 2010, 03:42:14 AM »
Well I'm not making a sword so much as a bar of heat. Would it need a "hilt" focus item to come out of? To be tethered to?

And I disagree with their assessment that it's better to have a real sword. They're illegal to carry, hard to conceal and sometimes your bad guys don't let you keep your goodies.


Maybe in your mind.  Mechanically in this game though, what I said is true.  If you don't like that, you have 3 options.
1. Make it an enchanted item.
2. Model a lightsaber power after "claws" or "breath weapon" and make it an IoP
3. House rule in benefits for melee evocation over ranged and lasting effects over single exchange casting.

I'd recommend 1.  Statting an IoP takes effort.  Enchanted items are easy.  Make it Weapon 4 and claim its uses are limited because it runs out of charge (which is essentially true anyway for enchanted items.

Id also read YS more carefully.

12
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 30, 2010, 02:44:49 AM »
This is an example in YS.  The conclusion is put an aspect on a real sword and tag.  Making a sword out of pure will is not an optimal use of your power.

The reason is because this is fate and everything is just shifts of power.

13
DFRPG / Re: Taking the same power twice?
« on: July 30, 2010, 02:40:48 AM »
Mostly just visual.  See the exploding tree example in YS to see how you bring your environment into play.

But in general you've limited your thinking too much.

Entropy is always around (water)
Heat is always around (fire)
Electromagnetic waves and gravity are always around (earth)
air is always around.

14
DFRPG / Re: Changling Character
« on: July 30, 2010, 02:16:37 AM »
My response in a number of bullet points:

A) This is for a Submerged game as the original clearly stated - so you don't have to "worry" about it.
B) Yes I did get this idea from you, and for that I thank you as I still think its pretty cool.
C) The term "Broken" can only be applied if the opposition is a weaker opposing force which equals blandness and no challenge.
D) I respect you Galt as a person, but if you cannot refrain from base rudeness I am not sure I want you in any game of mine.That is not to say I am giving you the boot now, but if you cannot be civil, you will force my hand.

A.  Its too powerful for our game.  It blows any PC at submerged way out of the water.
B. I gave you the idea for an enemy it would take a whole group at 18 refresh to face.
C. It's utterly broken.  If you optimized its skill set its twice as powerful as anything at its refresh level.
D. I don't think I've been rude.  I have expressed my concern to you about GMPC's and you continue to make threads asking the community to help you break the game.  I'm willing to try anyway, but I won't play in a game where all PCs are overshadowed by your characters.   Everyone wants to be relevant.

15
DFRPG / Re: Changling Character
« on: July 29, 2010, 10:12:27 PM »
Greater glamours is not for PCs.  Period.  Pure Fae only.  For a REALLY good reason.  The subject of compels and fate points is moot IMO.  Any GM that allows this with a PC isn't doing his job.

Tbora - I understand your obsession with making the most broken PCs possible so you can play them in your own campaigns and I know I gave you this idea, but I draw the line at this much blatant stretching of the rules.  If you want to play this character in your epic campaign,  I'm dropping out.

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