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Messages - wolff96

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1
DFRPG / Re: Playing a true, Pure Fae
« on: November 27, 2012, 05:10:07 PM »
I used to have a player with a Scion of Morpheus as his character.  The character started with Glamours (drawing things from the dream world and projecting them). 

Later, after an adventure that gained his patron some significant advantages (some great RP and pursuing options I hadn't considered!), Morpheus granted him access to the raw stuff of dreams.

In-game, that meant that he could essentially reach into his own (or other people's dreams) and pull items, create real dreamscapes, and overlay reality to a limited extent.  That worked out as the Greater Glamors power.  It's not a particularly well-defined power, but it took remarkably few house rules to make it work.  It really worked out well at our table.  So that particular chunk of playing a True Fae wouldn't be all that difficult to arbitrate, as long as the DM thinks about it ahead of time and is prepared to house-rule the unclear areas.

2
DFRPG / Re: Wings and dropping people
« on: October 11, 2012, 02:26:51 PM »
I think this happened to Doctor Doom once. :)

One of my favorite comics ever.  Gotta love Squirrel Girl.  The best panel is one where her squirrels are swarming all over his armor and he's managed to grab one and fling it away...  the look on the temporarily airborne squirrel's face is hilarious.   ;D

Of course, when you have a Silver Age level character in the modern age...  is it any wonder she always wins?  It's like building a Submerged character for a Feet in the Water game. 

3
DFRPG / Re: Succubus
« on: August 29, 2012, 04:14:56 PM »
Rosanna the Denarian (Our World, p.222) is arguably the inspiration for the "classic" succubus in the Dresden world.  After all, she's even got the wings and cloven feet in her game-face.

If you wanted a slightly weaker foe, you could tone her down for a lesser party --
Drop her Supernatural physical attributes to Inhumans, remove her Evocation, then add in Incite Emotion, perhaps.

It's a good place to start from, anyway.

4
DFRPG / Re: Power Question
« on: August 13, 2012, 05:58:01 PM »
Not a fan of chopping up Powers, the package deal thing is important balance-wise.

PS: We've got one or two custom Powers that might be appropriate. Interested?

Sure, I'd be interested.  Are they on the wiki in your .sig?  Can't access that from work.  (Oddly enough, this site is fine.  *Shrug*)

The custom power was mainly my idea to avoid charging him full price for something that makes a lot of sense for his character.  After all, his only question was "Can I take Inhuman Speed and just ignore the movement bonuses?"  I have great players.  :)

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DFRPG / Re: Power Question
« on: August 10, 2012, 09:23:40 PM »
I was aware of Abby's power, but he's not really a Lore-focused character; more like cursed by all these visions of potential futures.

Going with JDK002's idea...

--------------------------------------

Inhuman Reflexes [-1]
Improved Initiative: Your Alertness is at +2 for the purpose of determining initiative.

Athletic Ability: All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus is increased to +2.

--------------------------------------

Does that seem reasonable for negative one refresh?

6
DFRPG / Power Question
« on: August 10, 2012, 07:14:59 PM »
This one concerns a player in my group and I'm looking for advice on how to handle it.

His character has Cassandra's Tears and is constantly getting visions of possible futures, most of which aren't going to happen or are wildly unlikely.  (His trouble is "Can't sort Reality out of all these Dreams", if that helps with the idea.)

They just passed a Major Milestone, leaving him with some Refresh that he wants to use.  He came to me about taking "Inhuman Speed", but not getting all of it's powers.  Essentially, his thought was that he gets the bonus to dodging and initiative because, unless an Aspect is compelled, he "saw it coming".  So he's not ACTUALLY inhumanly fast, but he does start dodging before anyone else even knows there's trouble afoot.

That makes the "Casual Movement" trapping inappropriate, though there could be an argument made either way for the "Too Fast to See" -- like the scene in the Matrix when Neo is leaving his cubicle and dodging agents, his character knows EXACTLY when a guard's back is turned, the wind is going to gust, etc.

I'm just trying to figure out a good way to cost this power.  I could just charge him the full -2, knowing that parts of it don't work for him.  This player is *not* a powergamer, so I'm not worried about him trying to abuse the ability.  I'm not sure the loss of powers is worth giving him any kind of rebate on the power, though (such as dropping it to -1 and calling it something else).

Thus why I'm here -- suggestions?  Comments?  Just charge him -2 and forget about it?  :)


7
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 23, 2012, 02:35:26 PM »
IIRC, you can block anything with Weapons if the GM thinks your justification sounds reasonable.

A shield sounds like a good justification to me.

I agree that it's a grey area.  I would still require it to be a stunt, simply because I think it would require at least some training/practice to block any type of incoming projectile.  *shrug*

Quote
Also, taking stress doesn't mean getting hit in-character.

True.  And I understand where you're coming from in using them as armor.  I just prefer to give a bonus to the block/deflection.  I think the combination of it actually making you honestly harder to hit -- you have a wall at arm's length to block and deflect strikes -- along with not inherently being to block anything (using it as a stunt, above) makes it relatively 'balanced'.

As always, personal preference and tables differ.  :)

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-1 Defence could work, as could having Might restrict.

Nice!  I like using Might to restrict, the same way as it's used for really heavy armors.  That makes them still be the big-damage, big-hit, but means they're not an automatic 'go-to' on weaponry.

Quote
As could making hands into a resource, so being able to wield a shield at the same time is a big deal. Though that doesn't apply once people get Strength.

You could also use a more complex system, with tags and special weapon effects galore. That way, decisions are less easy.

I think that would be the big trade-off for my table -- swing a huge weapon for extra damage or protect yourself better with a shield.  Not to mention the one character that would want to dual-wield weapons, but that's already covered by stunts.  :)

And we already use (as a house-rule) a complex system at our table.  It boils down to "does that make sense?" for any type of weapons.  So when a character grabbed a step-ladder to beat on a foe last week, he was able to get a small bonus for tripping up foes because, well, he tangled people's legs up in the rungs... 

Side note:  Highly comedic to watch a Blampire get beaten down by a Scion with Inhuman Strength and a Stepladder, breaking the ladder at the end of the fight to get the stake necessary for the finishing blow...  It felt very "Buffy".   ;D

8
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 20, 2012, 08:49:35 PM »
First, blocking an arrow with a shield seems no harder than blocking a sword with a sword. Why require a stunt?

Effectively, you're moving a trapping (avoiding ranged attacks) from Athletics to Weapons.  Granted, you need a shield equipped to do it...  So it falls into a kind of grey area.  I could see it either way, but decided to go with the weaker interpretation.  Especially since, as you note below, shields are really good in this system, regardless of implementation..

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Second, making shields add to defence instead of armour makes them better. And they're already really good.

You're right, it is slightly better -- you've got a slightly better chance to make attacks completely miss, rather than be a weak hit.  I guess I prefer having them make you slightly less likely to get hit rather than just shaving a point or two of damage off of a successful hit.  It also avoids the awkward language around "well, in this one case, the armor stacks".   

Quote
Third, there's no reason ever to use a greataxe in your plan. -1 Weapons skill ensures that the greataxe will never do more damage than a longsword.

That's a really good point -- I hadn't looked at it that way.  Maybe using a big weapon leaves you slightly more open (-1 defense)?  I just don't like the idea of zero downside to the biggest weapons you can find.  There's a reason every single person on a real battlefield didn't run around with the biggest weapon they could swing...

9
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 19, 2012, 07:33:58 PM »
If I was going to do something more like D&D in FATE...

I like your armor system, except for shields.  For those I would probably just give a +1 to defense rolls (weapons/athletics), with no armor bonus.  I would make the "block ranged attacks" a Stunt.  Not everyone can get that shield up in time to block arrows. 

For weapons, probably something even closer to the D&D system... 
Unarmed = 0.
Simple weapons (anything a peasant could pick up and reasonably use) = Weapon 1.
Martial Weapons (requires at least moderate training) = Weapon 2.
Two-Handed Weapons = Weapon 3, but incur a penalty to attack or defense based on what seems appropriate.  (Axes hit like a truck, but it takes TIME to wind up that Greataxe swing...  so -1 Weapon Skill).
Two-Weapon Fighting is still a stunt -- adds half the off-hand weapon value to damage.

Any odd weapon feature from D&D (tripping weapon, long-reach, disarm) is an Aspect on the Weapon that can be invoked for a Fate Point, as normal.  Alternatively, it lowers the threshold for applying an appropriate maneuver on the foe by 1 or gives that same 1 as a bonus on opposed checks. 

So if you want to hold off a foe with a long-reach weapon (block vs. movement), the block strength goes up by 1 if you're using a long-spear.  If you're trying to disarm someone with a sword-breaker, you get a +1 to your Weapons roll to put that Aspect on the foe. 

10
DFRPG / Re: Weapons ratings and blocks
« on: July 10, 2012, 09:38:36 PM »
Also wards have a minor problem/ feature that in game they can deflect lower level attacks indefinitely and better wards could easily sideline armies.

I seem to recall a passage in one of the books (Dead Beat, IIRC) where the Merlin temporarily stalled an entire army -- one that included a horde of the Red Court, a few demons, and possibly some Outsiders -- with a single, impromptu Ward.  Leading to the immortal line of: "I guess you don't get to be Merlin of the White Council by collecting bottle caps."  So I'd say that part is pretty faithful to the books.  :)

I agree that the missile thing is weird.

11
DFRPG / Story Suggestions Sought
« on: July 06, 2012, 05:05:52 PM »
Last night, one of my players did something impulsive, foolish, and completely in-character.  It also created a new plot thread entirely out of thin air...  which is just a beautiful thing when it happens.   ;D

The short version is that the Scion of Morpheus (Dream, based loosely on Gaiman's Sandman comics) has been charged to set up a "family meeting" for the other Endless on behalf of his boss.  To this end, they needed an Accorded Neutral Ground site blocked and "reserved" for the night.  They found a local ANG site willing to help, with the catch that if they offended any guests or damaged the place, it was on their heads -- and they needed a second signer of the Unseelie Accords to vouch for them (kind of like a second in a duel).

They decided to approach the Winter Court Fae.  Maeve appeared and whisked away the character that had invoked her name three times -- NOT a social character.  Trying to avoid any conflict (or a standard "3-favors" arrangement), he promised her an unspecified favor from MORPHEUS.  Since he was acting on behalf of Morpheus' Scion, who was himself acting on Morpheus' request, the Lady of Winter was *more* than happy to accept this as a binding arrangement. 

Needless to say, Morpheus is less than thrilled about this arrangement.

-----------------------------

A few facts: 
  • We are loosely following book chronology, currently somewhere between Grave Peril and Summer Knight
  • The city is Dallas.  Major players are the White Court (two factions), a community of Ghouls, both Sidhe courts (minor influence), and an AmerInd Trickster deity by the name of Coyote and his cult
  • Morpheus and the Summer Court don't get along -- there is an affair in the past that ended poorly between the Lord of Dreams and Queen Titannia
  • The character JUST repelled a Red Court attack on Dallas, which was trying to 'embrace' the local wizard (party member) and her mentor Bill Dyers (the regional warden)
  • Dresden does exist, but they've never met him and I want to keep him up in Chicago   :)
  • The biggest campaign theme is "A New City built on Old Bones" about how D/FW is changing with the times but still has a LOT of old history and ancient rivalries underpinning the current situation

So far I've thought about having them escort Lloyd Slate through the Never-Never to Ronald Rhuel's apartment, to kick off Summer Knight's plot.

I've also considered some kind of power-harnessing plot -- using the Lord of Dreams to increase Winter's power in the mortal world through dreams (not very concrete yet).

Finally, Morpheus is kind of at war with himself at the moment in story (Not that the players know this).  His power is currently split between his "normal" self and Phobos, which is the part of him that controls nightmares/fear.  At some point, that reconciliation will be a plot point, but I'm not sure that it's really in Winter's best interests to unify his power again. 

---------------------------------

I'm hoping to get some cool ideas from the community here that I have yet to consider.  If you've made it through all that, please feel free to drop me any ideas you can come up with!

12
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 29, 2012, 09:12:26 PM »
One of my favorite inside jokes is from "Star Wars: Dark Forces 2: Jedi Knight".  Your character is exactly as good as the player at aiming and shooting...  until you get your hands on a Stormtrooper Rifle.  Great rate of fire, HORRIBLY inaccurate weapon.

I like to think that Stormtrooper weapons are made by the lowest bidder, just like most current military hardware.  :)

Regardless, I use the minion rules from Spirit of the Century, which were already mentioned by DFJunkie.  They work great for Stormtroopers (though I typically use STs at Fair, with Imperial Troops at Average, and Royal Guardsmen and other elite forces at Good).

13
The last session was amazing.

Our group is a pure mortal (venatori probationary member), a fledgling member of the White Council, a Harbinger of Morpheus, and a were-hawk ex-military member.  Remarkably, that last character tends to be the peacemaker of the group. 

Morpheus showed up (in a dream, naturally) and told his Harbinger to, essentially, throw a party.  His 'siblings' were getting together for a meeting and all of them would be represented by a mortal servant, avatar, or other representative.  The harbinger needed to pull together security, refreshments, and a location -- Accorded Neutral Ground, of course.  Not being much of a social butterfly, the Harbinger pulled in all of his friends.

While they mulled over the guest list (Death, Despair, Delirium, Dream, Destiny, Dream, and possibly Destruction) and the bizarre method for letting each guest know the location, they researched methods for finding ANG in Dallas.  There were a couple of locations possible, not to mention the option of going to the fairies to either temporarily or permanently get a place declared ANG.

But the real gem of the session -- and not something I could have planned for -- was the Harbinger making a thoughtless remark to the Wizard.  She's the prime financial backer of the group, an orphan who considers them her family and supports many of their endeavors from her own pocketbook.  She also has the wonderful Aspect of "Nice when Needed, Bitch when Necessary".  One quick compel later and the Harbinger was trying (fruitlessly, his dice HATED HIM) to hold his own in a social conflict within the group.

We probably spent an hour and a half dealing with a social conflict and the resultant fall-out.  The roleplaying was brilliant on all sides, with the other players either helping or hindering as they saw fit. 

...We'll see how things go next time, with the Harbinger of Morpheus potentially on his own in setting up this party with only eight days left on the clock...   ;D

14
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 14, 2012, 06:03:16 PM »
I thought I'd just go ahead and publish the rest of my hack, since it's not terribly long.
--------

Alter [2 or 3 refresh] – This is the ranged Incite Emotion ability.  It can be used for distractions (Jedi Mind Trick or Random Noise).  Additionally, it can be used to distract or disorient a bit (as a mental attack) or to make the Jedi uninteresting (as a Manuver).  It can also be used for darker abilities (crushing someone’s mind over time). Though that’s obviously a dark side power…

Since this one seemed a little weak, I also put Jedi Healing Trances here.  The Jedi (or another willing character) can be put into a trance.  This always justifies starting healing.  For an additional refresh, the trance uses the Out of Combat ability of Inhuman Recovery, making all consequences come back one step faster.  Regardless, using a Jedi Healing Trance *always* requires missing at least one scene.

External Control [2 refresh] – This is the external abilities power of the Force.  It covers virtually any telekinetic control, from moving small objects to lifting X-Wings out of swamps.  It functions as Channeling (Spirit).  Any kind of opposed or direct force duel falls here – Discipline vs. Discipline. It hasn’t come up yet, but it’s the power I would use to model Yoda’s absorption of Palpatine’s Force Lightning.  Lightsaber Throwing is a special trapping, allowing a lightsaber to be thrown and pulled back with a Weapons or Lore check. 

Internal Control [Variable, Minimum 2] – This is for the enhancement tricks Jedi get up to in the movies.  It works as per Modular Abilities on YS177, though it always costs a Fate point to activate and lasts for one Scene, so I lowered the +2 initial cost of Modular powers to a +1.  I allow Strength, Toughness, and Speed powers, but not Recovery.  I allow Minor Abilities with justification.  I do not allow any abilities above Supernatural.  These abilities never have a catch refund (Ysalamiri are not well enough known).

Lightsaber [2 refresh]
  • Item of Power (NOTE: Lightsabers CAN be destroyed, unlike normal Items of Power)
  • Always a Weapon 3
  • Plasma Blade – Bypasses any armor the target might be wearing.  When held against a surface, it ignores any Hardness of the substance.
  • Relic of a Lost Age – Gives a +2 to Social Interaction checks to anyone that respects/remembers the Jedi. The same as Penalty versus those who hate/fear the Jedi.
  • Loud and Bright: When the Blade is ignited, it gives a -2 to any stealth-related check.
If the wielder has the “Force Sensitive” Power, it has the following additional properties:
  • Give a +1 to Skill (Weapons/Lore) to Wield the Lightsaber in combat
  • Combat Anticipation: A lightsaber can be used with either Weapon or Lore skill.
  • Dazzling Defense: A Force User can use a Lightsaber to defend against Ranged Weapons.  If the Force User succeeds by a minimum of 1 shift on defense, the attack is deflected against an opponent of their choice (at the same attack value as the original roll, not the defense).


I allow something odd when it comes to the Dark Side…  The Dark Side is fast, easy, seductive.  So not only can you get bonuses to rolls by accepting Compels, you can actually “Give in to your Hatred” and actually get temporary refresh for powers. (This wouldn’t work for just any group, I know, but my players are good about not abusing the rules just because they can.)

So a Jedi could dip into the Dark Side and temporarily get the ability to do Force Lightning.  Or make himself strong enough to overcome a foe.  Or one without external control could Force Choke a foe.  Or could activate their External Control abilities without needing a Fate point.

Such uses not only provide a compel but ALSO push the character towards the Darkside (using the Lawbreaker rules).  It changes one of the characters Aspects in sync with the level of Lawbreaker..  So a character is Touched, Tainted, or Seduced by the Darkside. 

15
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 14, 2012, 02:52:56 PM »
I dislike the fact that force sensitivity gives you no advantage its just a stepping stone power.

I've been working on something similar and my "Force Sensitive" is just a re-arrangement of the 'Guide my Hand' power.

'Faith Manages' becomes 'Feel the Force'.  For a Fate Point, the character can always let their actions be guided by the force -- they can either replace their skill with a Discipline roll for ANY test (including combat, we all remember the torpedoes from the first movie) or use it to modify the skill (to make it useful to non-Jedi that are sensitive).

The second usage 'Spiritual Guidance' becomes 'Guided by the Force' and allows a character to show up when convenient.  This can also be used with meditation (skip a scene + Discipline check) to get hazy visions of possible futures.  NOTE:  I've also used the later for story 'nudges', giving out a FATE point to temporarily take control of the character (as per the exposition trapping of Lore) and give them a vision when I want to nudge them in a direction.  I don't use it often.  :)

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