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Messages - Magus Black

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1
DFRPG / Re: What's in the BOX?
« on: September 04, 2012, 03:54:36 AM »
There is a box in our game that no one must ever EVER open. For some reason, some of the players want to open it.

Any ideas for what I should put inside?

Another box. ;D

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DFRPG / Re: New Stealth Power
« on: August 17, 2012, 05:34:08 AM »
I think making a power than one-ups another power in its own field is not really a good idea. On the other hand you could simply make it an expanded-power from Cloak of Shadows, since it has two of the effects of your Shadow Form already.

Perhaps something like this,

Lesser Shadow Form -1
Skills Affected: Athletics, Stealth
Musts: Cloak of Shadow
Shadowy Passage : When under the effects of Cloak of Shadows a character with Shadow Form ignores up Boarder 2 when moving through zones under cover of darkness.
Quite as a Shadow: When under the effects of Cloak of Shadows the character does not suffer penalties, nor do enemies receive bonuses against it,  to Stealth for anything generate noise (examples: moving quickly; carrying loose objects; dry leaves on the ground; etc.). This ability doesn’t function when the character is trying to make noise.

The idea for things like armor and what not may be more expensive or require another power. Mind a Minor Talent is only ‘usually’ limited to one or two points of powers but that isn’t always the case, powers that fit the basic theme should be allowed as long as they can afford the Refresh…plus unless the game starts at the lowest Refresh Level any such character that isn’t one of the more expensive templates is expected to, even encouraged, to have far more than what they would start with (one of the listed examples is a werewolf with Earth magic).

But of course Your-Mileage-May-Vary.

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DFRPG / Re: Denarians and Supernatural Hosts
« on: March 27, 2012, 08:34:34 AM »
It mostly due to the fact that the average mortal is weak mentally (low Discipline and Conviction) and the Denarians tend to pick on the weak more than the strong except when they think they can win. The thing the Nickelheads fear the most may be being subjugated by someone else and having their power being used without their influence.

Take Archive for example; in order to ’corrupt’ her they had to separate the human girl (Ivy) from the massive power (the Archive) in order for it to have a chance of success. If they just tossed her a coin unfettered and unrestricted by their power-seals at best she would simply crush the denarian trying to control her…at worst she would destroy not only coin but the denarian inside as well (and that would really ruin their day)…and it should be noted that many creatures of the Dresdenverse ‘claim’ to be indestructible and that attempting such things would be futile, but they ‘would’ say of course (the question is are you fool enough to believe it).

Considering that there are several coins that are unaccounted for by both Denarian parties and Knights of the Swords, its possible they did exactly what is suggested in the OP…and lost the fight. Until it comes around we can cannot know for certain whether its been tried or not (Mr. Butcher will probably get around to it).

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DF Reference Collection / Re: What has Harry endured?
« on: February 11, 2012, 10:27:23 PM »
Turn Coat: Watching an innocent man (and hero of the Wardens) die while still being held guilty of a crime he didn’t commit, despite all the evidence to clear him.

That would have to hurt someone as justice-loving as Harry.

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DFRPG / Re: Homebrew Stunts
« on: September 29, 2011, 05:36:49 AM »
I like those modifications and you made them seem more stylish too.

Oh and polkaneverdies's essentially is saying that your 'a King among Men', its a good compliment. ;D

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DFRPG / Re: Homebrew Stunts
« on: September 28, 2011, 09:29:45 PM »
I've got no problem with the changes.

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DFRPG / Re: Homebrew Stunts
« on: September 16, 2011, 12:19:15 AM »
I Lupin! is pretty good, although I'd like it better if it either was linked to a specific aspect or was not linked to invocations at all.

Is that because it its too weak or too strong?


I don't think that Focused Strike does anything. You can already maneuver for aim-based aspects with Weapons.

Oh you can? Then its got no use unless we make it grants an extra +2 to the maneuver. Otherwise scrap it.

I think that Old School Archer is already on the list under the name "Bows Are Weapons".

But that version doesn’t allow crossbows, *sad panda* why does every hate crossbows.

The mirror charms are kinda weird in that they inflict penalties. Bonuses are normally the way to go in this game. Why penalties in this case?

Well we’ve seen some stunts in “Our World” that use penalties to apply to the player for greater benefits, so I didn’t think that making stunts that penalize your opponents would be to far of a stretch. Plus, unfortunately for mortals, “Mortal Stunts” don’t normally stack (unlike their much more powerful big brother Powers) so the mortals need to find ways around that problem, in this case a negative modifier to an enemy effectively stacks with any positive modifiers you have…and Pure Mortals need all the help they can get to stay relevant against supernatural threats (especially at high Refresh).

Also, Reflection Shatters The Mirror should probably only give 1 shift of effect. It boosts attacks, after all.

Technically it penalizes their defense rolls, not boosts your attack roll. But I did wonder a bit on whether if -1 or -2 was more appropriate since it is more dependant on the Game Master than other stunts due to the fact that the opponent needs to use a similar weapon as the character. Plus the penalty vanishes if drop the ’mirror weapon’ and pick up another one (or goes at you without one), making it easy to get rid of. Use which you think is more appropriate.

Two-Handed Training has the same problems as Off-Hand Weapon Training. I think it might be better as a standard +2 stress bonus

If one exists so must others. Also, unless I’m reading it wrong, things like Off-Hand Training are among the few stunts that stack with other Mortal Stunts that do the same thing in different ways since the bonus is determined by other factors and not simply a +1 or +2 (which would not stack). At least that’s how I read it, if wrong than being a Pure Mortal almost unplayable at mid-Refresh levels.

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DFRPG / Re: Homebrew Stunts
« on: September 13, 2011, 02:56:06 AM »
Alertness
Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Weapons
Mirror Stance:
When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.

Stealth
Silent Tank:
When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Burglary
I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.

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DFRPG Resource Collection / Re: Custom Power List
« on: June 22, 2011, 03:39:28 AM »
[-3] There Is No Salvation

There are many powers in the world that make it their business to level the playing field and give inferior creatures a "fair" chance by rewarding their inferiority.
Sometimes though, rejoice, despair, Fate does not care. This is where you come in; removing all external crutches you put all creatures in their rightful place in the world.

Effect: Pay a Fate point. For the duration of the scene, only your actual catch can negate your toughness and recovery powers.

Perhaps it might be better as:

The Catch and Only the Catch (-3)
Life for Mortals is not fair, get over it!
Must: 1 Toughness Power
World Don’t Work That Way!: Your Toughness Powers can only be overcome by the Catch and only the Catch.  This Power counts as a Toughness Power for determining total cost.

(Designer  Note: If the Catch for the Toughness Powers are too unreasonable a Game Master can disallow a Player from choosing this Power; so as to prevent some super-munchkin from taking an absurd Catch and making it the only way to harm them.)

Void of Faith (-4)
Believing against Belief  is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
“I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds.
“I Reject Your Faith!”:   You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.

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DFRPG / Re: Demonic Co-Pilot - Too Cumbersome?
« on: June 04, 2011, 05:21:38 AM »
True but every time you use the bonus you risk taking Mental damage, for which there is no fast-recovery or increased defense (unlike Inhuman Toughness/Recover for the much, much more common Physical damage). Also as Sanctaphrax pointed out, as it stands smart people will only be using it on skills much lower than Discipline (two point difference for the safest) and not any higher since the Player loses control of their character…possibly permanently (after all, Mental Consequences, especially Severe ones, will alter your character fundamentally: via Aspect Changes).

Also, unless the GM and Player have already set up a good amount of detail as to the kind ‘demon’ that’s riding shotgun the default characteristics are like psychotically violent and treacherous…which likely means that your own party will likely be taking you out; and if they have to do it too often they’re likely going to take you out ‘for good’.

The stunt also assumes the role of Master and Slave are always Demon Master/Slave Mortal, but doesn’t take in consideration those where the roles are equal (like Nicodemus) or even reversed (don’t know anyone that Badass though… maybe Cowl).

And no one wants a decent spellcaster to ever take this stunt, it would be stupidly suicidal.

But One’s Mileage May Vary.  :-X

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DFRPG / Re: Demonic Co-Pilot - Too Cumbersome?
« on: June 03, 2011, 02:08:25 AM »
Well techniqually its a 'very focused' skill use, which is +3; +4 if it only works on one Demonic Co-Poilot. Say for instance you have one (un)naturally and pick up an object (or major Curse) with the Demonic Co-pilot Supernatural Stunt. The "Master of My Own Demon" Stunt will only provide a bonus against the one you have normally, and are on your own for any others.

A +2 I'd say would be if it applies to any and all Demonic Co-Pilots you encounter (which may be the better buy in the long run). :-\

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DFRPG / Re: Demonic Co-Pilot - Too Cumbersome?
« on: June 03, 2011, 01:40:49 AM »
Wanted to hear others thoughts on this: Would you considered it legal for a character with Demonic Co-pilot to have a Mortal or Supernatural Stunt that gives them a bonus to Discipline rolls for the D.C.P's effects?

Something like:

Master of My Own Demon (Discipline)
Prerequisite: Demonic Co-Pilot
Benefit: A character with this stunt that uses the +1 bonus from Demonic Co-pilot gains a +3 to Discipline rolls to resist mental damage.

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DFRPG / Re: Your Craziest Concepts
« on: May 23, 2011, 01:28:04 PM »
I didn’t think it would be easy either, the Saint of Killers is pretty hard to pin down in what comes from his position and what comes from his lifetime prior.

A friend asked me to try and when I fell short of answering (making me buy the drinks) suggested to post it up for the hive mind of the Internet to figure out, not that I really expect that’s possible for this character.

1) Ready action to cast spell.
2) Goad him to shoot you with his guns.
3) Cast spell that opens a Gateway between you and the bullet that leads behind him.
4) See if his own guns can kill him.

5. Prey that you were fast enough ;D

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DFRPG / Re: Your Craziest Concepts
« on: May 20, 2011, 01:09:31 AM »
Just for fun, but does anyone have an idea for making the “Saint of Killers” from the Preacher series?

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DFRPG / Re: Powerful Weapons!…Questions
« on: May 05, 2011, 02:32:55 AM »
You could allways go with a stunt to represent master crafting which could either give a +1 to weapons rolls or a +2 to weapons rating

I've been doing it this way:
For IoP: -1 Refresh for +1 to Weapons rolls (like an overpowered Stunt).  -1 Refresh for +2 Weapon rating (like Claws).

For Crafting, I'd probably make it a stunt.  Bladesmith: +1 to the rating of all edged weapons made with your crafting skill.

Hmm So what do you do when those weapons are in other people’s hands, a craftsman after all doesn’t make weapons to gather dust? How do other players put that on their character sheet, and not just players but anything that gets a hold on one?

Alternatively, I’m playing an old school warrior type how would having a weapons\ of superior quality effect things?

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