Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - WillH

Pages: [1] 2 3 ... 12
1
DFRPG / Re: Grimmest Incite Emotion Character
« on: June 22, 2011, 11:16:53 PM »
Oh, and this might be a minor issue, but that Physical immunity power will cause a LOT of hunger stress.  As an 8 strength attack against your 4 discipline.

Something tells me this guy wouldn't be too worried about over feeding on people.

2
DFRPG / Re: Grimmest Incite Emotion Character
« on: June 22, 2011, 05:56:51 PM »
Well this guy and a wizard are likely to only have about one fate point each when the square off, so using fate to boost their rolls is a wash. Now if this guy faces a pure mortal with a shotgun, he's in trouble.

3
DFRPG / Re: Grimmest Incite Emotion Character
« on: June 22, 2011, 05:28:48 PM »
Correct me if I'm wrong, but doesn't Incite Emotion add +2 to the relevant skill when being used for a maneuver?

That's right, and even if he attacks instead of maneuvers, that +2 from the stunt* combined with the weapon 4 from lasting and potent makes the odds of landing a consequence pretty good.

*Said stunt is complete BS and should never be allowed.

4
DFRPG / Re: Need help with this catch
« on: June 07, 2011, 09:59:21 PM »
Because otherwise it functions as a "free" supernatural sense - if toughness is active, hey, that must be some kinda faith-vulnerable supernatural thingy!  Who would've guessed?

Now, there's nothing wrong with having such a sensory power; it just shouldn't come for free as a side effect of having a slightly unusual catch.

There is absolutely nothing wrong with it as a free side effect. Besides, he wouldn't know until he actually got hit any way, so not much benefit there any way.

5
DFRPG / Re: Stating a Plane
« on: June 02, 2011, 08:46:52 PM »
I would drop breath weapon and channeling. It has actual guns. You don't need to pay refresh for equipment. Besides breath weapon sucks. Those guns should be weapon three or four, not the two you get from breath weapon, and they definitely shouldn't have their ranged limited like breath weapon. You could probably drop claws using the same logic, but I kind of like.

I could see going with channeling instead of actual weapons, to simulate the spirit taking over and attacking through the plane. Then take some refinements for item slots to use as focus items.

6
DFRPG / Re: Tazer Stats (nitty gritty)
« on: June 02, 2011, 01:28:13 PM »
It's a Special-Effect Attacks YS326.

7
DFRPG / Re: Wizard aspects
« on: May 24, 2011, 09:19:20 PM »
0_o never noticed that before.

That's because it isn't there.

8
DFRPG / Re: Compelling Consequences
« on: May 18, 2011, 10:05:38 PM »
Invoking for effect doesn't always result in a compel. I know it's splitting hares but it's the compel that generates the fate, not the invoke. So, if the invoke doesn't result in a compel, then no fate is handed out.

9
DFRPG / Re: Compelling Consequences
« on: May 18, 2011, 09:37:34 PM »
No you don't not for the -2 effect, if they enemy compels for effect (compel for effect are stuff like losing you go or your defense roll) then you may get a fate point if you accept the compel or lose on if you don't. 

You're confusing compel with invoke.

10
DFRPG / Re: Compelling Consequences
« on: May 18, 2011, 08:47:38 PM »
Short answer, yes.

Long answer, what really happens here is you use the tag to invoke the aspect for effect. This effect generates a situation worthy of a compel. The GM takes over and handles the compel like any other, including awarding fate points.

11
DFRPG / Re: Gard's Rune Magic?
« on: May 16, 2011, 05:12:26 PM »
I think you should be able to take on debt instead of taking stress for additional uses of enchanted items too.

12
DFRPG / Re: Gard's Rune Magic?
« on: May 16, 2011, 02:25:22 PM »
I'm was going to mess with it a bit in a con game I'm running. I was going to treating it as Ritual Crafting with two refinements for extra item slots built in and just leave most of them open. Then make declarations to see if you had the necessary rune available to use spells not prepared ahead of time. Eventually, I decided to go another route with the character's role in the scenario.

13
DFRPG / Re: Mortal Stunt - Right tools for the job?
« on: May 13, 2011, 01:52:21 PM »
Here's a Lore stunt I made for a character in one of my con scenarios:

Quote
I Have Just The Thing: Whenever you successfully make a Lore role to identify a catch, you automatically have a specialized shotgun shell loaded with the targets catch. You may spend a FATE point to have enough shells to last the entire scene.

In a campaign I'd probably put some limits on this based on catch availability, or at least require shifts over the target number to identify. But, I specifically did not want that to be an issue in the scenario I made this for.

Also Belial, you forgot about Charity, but you point is still valid.

14
DFRPG / Re: Supernatural senses question.
« on: May 10, 2011, 05:50:02 PM »
Didn't the stunt finely tuned third eye do that and also give a +1 to the rolls.

Actually, it's a standard trapping of the Lore skill. Finely tuned third eye gives you a +2. If you want to be able to see the supernatural clearer than that, you should take The Sight.

15
DFRPG / Re: Noob GM: NPC Consequences
« on: May 06, 2011, 07:49:17 PM »
More than anything, consequences are a tool for pacing the scene. That should be the primary factor when deciding whether or not to take a consequence.

Pages: [1] 2 3 ... 12