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 - furashgf

Pages: [1] 2 3
1
DFRPG / Invisibility as Defense
« on: June 27, 2015, 06:44:46 PM »
Now, if you're stuck on wanting an Invisibility Supernatural Power by itself here's an example of one that uses the Glamours Faerie Magic Power as a base. Because it only costs -1 it is more limited than the full Glamours power.

Invisible Man—or Woman if You Are One [-1]

Description: You are able to channel your willpower to create a basic veil that hides you from sight.

Skills Affected: Discipline

Effects: Minor Invisibility Veil. With a moment of concentration, you may draw a veil over yourself, hiding from sight only. Use your Discipline to oppose efforts to discover the veil. If the veil is discovered, it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong.

Game Mechanic: Supplemental Action, Roll Discipline to hide from opposition using Alertness or another applicable perception skill (perhaps Investigation depending on circumstance) to avoid being detected. –Remember, this is sight only, so hiding from sight doesn’t mean you can’t be found. The subtle movements of air around you, your odor, and the sounds you make are still apparent. Commonly, anything with Echoes of The Beast will likely be able to easily find you as their scent and hearing powers are much sharper than that of a "Vanilla Mortal"

Notes: "or a Woman if You Are One" is in homage to the Colin Hay song: "Beautiful World"

Now, the above power is a Non-Caster friendly power that would allow a PC to become invisible. If you want a stronger version of it, make the cost -2 Refresh and add a +2 to the opposed Discipline roll. The build of the above power is just adding the "Hiding" trapping from the Stealth Skill to the Conviction skill with the added flair of "Being Invisible powered by Willpower". Otherwise, hide as normal just use Conviction instead of Stealth for the Skill Roll. Don't bother with rolling blocks, just a roll to hide as normal using Conviction instead of Stealth. 

Supporting Block Notes: “1 shift of power adds 1 to the block strength of the block action. Any attack that bypasses the block cancels it out. Optionally, instead of block strength, you can opt to have the effect work as Armor. If you choose the Armor effect, the armor rating is equal to half (rounded down) the shifts put into the spell. The advantage to doing this is that the Armor effect only ends when the spell duration ends—the armor survives a bypassing attack.” p. 252

Block Examples: Standard Block: Three shifts of power create a block strength of Good (+3). Any attack that bypasses the block cancels it out. Thus an attack of Great (+4) in the above case, would break the shield (cancel the block), and the defender would be allowed their standard Defense Skill Roll (Athletics) to avoid the attack.

Armor and Defense Skill: Two shifts of power create an Armor strength of Average (+1). Any attack against the target grants the defender a standard defense roll, with the Armor Reducing Damage if hit. Thus an attack of Great (+4) vs. a Defense Roll of Good (+3) would result in the Defender being hit for 1 Stress; however, the +1 Armor would reduce the stress to nothing, and the Armor bonus would continue to operate until the end of the spell duration.I found this cool recommendation for an Invisibility power. How would invisibility be used as a defense in combat (if at all)?


2
I believe you're right, so if I pay full price and can only get a FP when it's truly a problem, then I've got a guy with the refresh rate of a sorcerer and the ability to affect the story not at all. I think this part of the game must be broken - I think the original intent was that your high concept limit your powers in reasonable ways - e.g. A scion of a powerful deamon is less powerful on holy ground but gains a fate point for his trouble, not create gimped characters who are enticed to abuse aspects.

3
Okay, so I do get it (thanks!), it just seems bizzare. I was using the inhuman strength, hence the -2 instead of -4. None of the posters thought it was kosher to reduce the refresh of the power due to its limits. Wow - so if you take a bunch of powers that are significantly gimped, you get a low refresh but you can get tons of fate points since you can always advocate that you could have used such and such power but can't because of the high concept. It seems simpler that we would just modify it with a less expensive refresh cost, rather than having me endlessly make up things. The latter doesn't even reflect anything the character would be processing - he knows his hand can't lift up a car, so he doesn't bother.

4
The core book makes it clear that your powers should derive from your high-concept, allowing you to leverage the high concept aspect to make your power work better (or worse, for a fate point or something) in a specific scene. For example, if your aspect was “Best Death Magic Wizard” (not a great example), then you could get bonuses for casting death magic spells but get compelled to look into dangerous books of death magic.

So, the kindly people here proposed that for my characters demonic hand (think a smaller Hellboy “Fist of Doom” connected to Giles from Buffy the Vampire Slayer). One ability I would like it to have is that it’s great at gripping, crushing, but that’s it. So, I can hang from a pipe indefinitely, or crush someone’s handgun, but I can’t do most things you can do with supernatural strength - punch people very hard, lift up cars, throw things further and harder. However, if you received your supernatural strength, say, from some other high concept (instead of “Weilder of the Demonic Left Hand,” it just might be plain old supernatural strength you picked because you’re a changeling or something.

Here’s where my confusion comes in. The group is very solid on the idea that BOTH of the above would cost [-2] refresh. In a traditional game, this would be handled by making some kind of limit on the strength, so that maybe it costs only -1 or something. Here, the limit is the high concept - strength comes from the hand not from my overall “supernaturalness.” So, I appear to be spending the same amount as the “other guy” for a much less effective power. This only bothers me because I want my character to be as close to my concept as possible, and as effective as possible (when called for), and have as much agency, but I’ve spent a resource and have less agency than others who spent the resource. I could have used, say, an extra -1 refresh for another power. This applies to all my other abilities I want to put into the hand.

I’m not clear on how the restricton of my high concept on my supernatural strength evens anything out. I believe fate points are given when you’re compelled, or someone tags you (I think the first tag is free or something). So, the benefit would be that I could more easily get additional fate points then “the other guy,” but I don’t get it. Other guy picks up and throws a table - no problem, he can do it. I can’t. Do I get a fate point every time I could use supernatural strength but can’t because of my high concept? Do I declare at the start of every physical combat that I’m going to strike a crushing blow with my hand, and then get a fate point because I can’t do that?

I think the posters are right, but I just have a misunderstanding of something.

5
DFRPG / Re: Assistance Wrapping Up the "Hand of Glory"
« on: June 07, 2012, 08:13:36 PM »
Perfect. Done here. Thanks!

6
DFRPG / Re: Assistance Wrapping Up the "Hand of Glory"
« on: June 07, 2012, 04:36:28 PM »
Yes, you got it right. I'm used to systems that try to balance with drawbacks or explicitly define powers.

I'm not clear, however, on how far I can go with "Demonic Left Hand." For example, I could have it compelled because it creeps people out and makes them difficult to deal with (-1 on social stuff) if they see it or sense it.

I'm not sure how I could tag it for a negative/compell for something like superhuman grip (which you suggested modeling as superhuman strength). Durability seems easy - someone shoots a bullet at me, the hand catches it, I describe it that way. However, if I punch someone in the head, I don't get the superhuman strength benefit. What happens there? I can't see how you negative compel this and if you can't, why it should be the same cost as someone who can lift a bus.

Can someone suggest the simplest way to counterspell?

7
DFRPG / Re: Assistance Wrapping Up the "Hand of Glory"
« on: June 06, 2012, 10:57:43 PM »
Hmm... I hadn't thought of the compel and high aspect as being powers rather than modeling it with refresh bonuses. So, I do have inhuman strength, and it costs me -2, but I can easily get a fate point because it can't be used most of the time. Is this a common way to do things? Same thing with the marked by power/even normals are creeped out. I was thinking that it would be something like inhuman strength -1 or a stunt on strength (crushing grip). Why would the latter be worse?

So, for spellbreaking. That's the last thing we need. Could it be as simple as a stunt on agility or strength, because that's the way the hand models it for the wielder (webs of stuff that can be torn apart) - there must be some difficulty level based on how much juice was originally put into the spell.

8
DFRPG / Re: Assistance Wrapping Up the "Hand of Glory"
« on: June 06, 2012, 10:51:17 PM »
Sweet!

9
DFRPG / Re: Assistance Wrapping Up the "Hand of Glory"
« on: June 06, 2012, 09:12:20 PM »
Thank you above for taking the time to answer my question. However, I don't really understand what you're suggesting, except that if the item can't be removed short of chopping your hand off it's not an Item of Power. Note that I'm sure there's nothing wrong with what you proposed, I'm just not familiar enough with the game to make sense of all of the suggestions.

Just a few thoughts:

1. If the hand, while typically not choosing to ignore his instructions (so if it's a deamon, its VERY easy going), has the other features of an item of power (it is what it is, and it's indestructable), then could we just make it an item of power with a +1 refresh bonus because it becomes quiescent in (real) concecrated/holy ground. It is demonic (or something like that).

2. The recommendation to use it with powers confuses me (not your fault, mine). It sounds like I quickly end up with as few refresh points as a White Council wizard with 1/8th of the power. That is, it does have "powers", but they're very "gimped"/restricted.
a. the hand gets a significant bonus to unlocking any locked or stuck item, electronic or mechanical. However, it doesn't grant him any other burglary or larceny abilities. He has no idea how the hand does this, and can't sneak or case an apartment.
b. the hand is very good at counterspelling already set spells. So, if someone SETS IN ADVANCE a magical trap, a ward / barrier, mind control trigger, etc., it's likely to be able to deactivate it. But that's it. It can't do any other kinds of spells, and it only counterspells against already set magic. If Dresden shot a fireball at him on the fly, he'd fry (the hand would be fine).
c. The strength bonus only applies to the hand itself. Sure, it can crush a table leg or someone's throat, but that's it. It can't do anything else you could do with a strength bonus.
d. The hand can sense spells, which it passes along to the user as a feeling of webs, threads, or cables. However, that's it. He can probably deduce "there's a spell here" or "there's a strong spell here." But that's it.
e. The hand can do that bullet/arrow catching trick, being indestructable and incredibly fast, and dragging the arm along with it (the only case where it can), but it's not going to stop a volley of ranged weapons. While the hand is satisfied with the bullet it just caught and the kinetic energy it dispersed, he can get gut shot a second later.

So, that's some cool stuff, but it doesn't seem equivalent in power to a White Council Wizard. It sounds more in the range of a Lupine or something. Maybe I'm way off here.

Ideally, since I have very little clue, I'd rather model everything but the "it is what it is" and the "indestructable" as stunts based off normal powers, since that's kind of straightforward, and sort of fits - it's a very narrow use of something, or an odd use of something (e.g., use agility or something for breaking spells).

10
DFRPG / Assistance Wrapping Up the "Hand of Glory"
« on: June 04, 2012, 09:31:28 PM »
I brought this idea up when I was just fiddling with the idea, but I'm now using it in a real game with a real character (my own) and wanted to find the best way to do this (none of us are experienced DFRPG players).

So, I admit to ripping off the idea from the (amazing) audio series "Wormwood," where a main character is given a bizzare left hand in exchange for one he has lost by a mysterious (very demonic) benefactor.

1. This seems like a straight ahead Scion of Power w/ an Item of Power, since the benefactor can ask and expect assistance at any time, and ultimately has a VERY bad final request. Does this seem right? i.e., other's recognize him as a powerful tool (in both senses) so you've got the -1 refresh and the +1 bonus to dealing with supernaturals.

2. Assuming the hand is an Item of Power (+1 since it's not a sword but it's not a hidden secret lapel pin), it seems like the basics work:
a. it "is what it is" - it's hand like, and can do things a hand can do
b. it's indestructable

So, in terms of abilities granted, the general recommendation I received previously was to try to just make it full of skill stunts rather than trying to pick a bunch of powers and then gimp them with endless catches. So, here's what the hand can do (or I'd like for it to be able to do), and my stab at how to model it:

c. Perception Supernatural Awareness: the hand can sense magic, which it passes to its wielder like threads of various strengths that he/she cannot see but feel. e.g., a ward might feel like a strong metal mesh wall, while the tracks of a supernatural creature are a rope-like thread that can be followed. So, Awareness - able to sense magic and get a vague sense of "what it is" metaphorically. Cost: no idea.

d. Strength Crushing Grip: The hand itself is supernaturally strong, however since its just a hand, it's kind of limited. It can hang onto things indefinately, crush steel or someone's throat. However, it can't do much else because it's attached to a normal arm (no bonus to hand to hand damage, can't punch extra hard).

e. Buglary/Larceny - Open Any Door, Break Any Trap: The hand itself can supernaturally unlock nearly any mechanical or electronic lock or something that's simply "stuck" but would normally open. It can do the same thing to magical shields, wards, locks, pre-prepared spell traps/locations and the like. So, I was thinking its a stunt on burglary or larceny. However, I'd like ALL the points in the hand, not just the bonus, since without the hand the guy can't unlock anything without a key. The stunt would just be exteneded to work also on magical locks also. However, that's all it does - it doesn't make him better at any theivery stuff. Cost: no idea. Not sure how this would work mechanically either when not dealing with normal locks.

f. Dodge (or something like that): the hand will and can act independently to defend its wielder, moving at impossible speeds to catch a bullet, block an unseen blow, etc. Again, this skill and it's stunt bonus would be wholly in the hand. Also, while it's kind of powerful, it's limited - shoot him 3 or 4 times, the hand might at best get 1 or two bullets. Cost: no idea

g. Finally, the hand itself is incredibly creepy. It's sort of like a hand of glory made from a deamon's hand. I don't know if this needs to be modeled in any way, or it's built into the aspect.

Thanks in advance for your advice.

11
DFRPG / Re: For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 17, 2011, 05:13:08 AM »
That's a great point. Agreed.

12
Is any of this in a Google Spreadsheet or some such document? You can share those for multiple editors.

13
DFRPG / Re: For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 07:15:42 PM »
K, that's the part I was missing ;-)

14
DFRPG / Re: For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 07:05:25 PM »
Thank you all for your comments, except for the person with the very scary mouth icon picture.

Let me try this a different way. Imagine a player selects "best gunfighter in the west," and selects a poor gunfighting skill. So, they can spend a fate point to shoot (slightly) better, and I can compell them by having them take all challengers. However, coming from outside FATE, this sounds silly - he/she isn't the "best gunfighter in the west." I'm a fan of the idea that constraints encourage creativity, but since aspects like this can be completely fake or overly broad, you can get people doing silly things with them just to get their 2+ bonus.

15
DFRPG / For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 05:30:57 PM »
So, stunts seem pretty straightforward - e.g., many people can fight, but you're a "Brillaint Boxer" or something, which gives you a bonus in certain situations. This fits with fairly traditional games like Ron Edwards Sorcerer, oWoD specialties, etc.

However, aspects come off to people like me, at least, as kind of silly and potentially involving all sorts of wierd arguments about how/whether it applies. e.g., "I'll Always Be There for my Sister" - is a perfectly fine aspect, but seems kind of silly/wierd.

So, what would be wrong (what is wrong) with having people build aspects like the former rather than the latter. They seem less silly and Risus-like and less conflictual - it's more likely that everyone agrees what the aspect can/can't do, etc.

Thanks in advance for your thoughts.

Pages: [1] 2 3