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Messages - Ranma1558

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DFRPG / Re: More Holy Swords Than Three?
« on: April 07, 2011, 04:03:43 AM »
faith and piety are, for the most part very different especially when you look at the original meaning.
"Pietas: "Dutifulness" More than religious piety; a respect for the natural order socially, politically, and religiously. Includes the ideas of patriotism and devotion to others. "
I always liked Piety as the 4th sword or "Gravitas"

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DFRPG / Re: Monsters With Multiple Actions Each Exchange
« on: February 27, 2011, 09:34:59 PM »
I'd run with the aspect invocation for most "supernatural" abilities. Your npc has a fearful presence, make it an aspect and make sure he has fate points to power it. This leads to tense situations where players have to manage fate points for extra power or maneuvering or facing down the eldritch horror's unnerving aura. In this manner you can do multiple actions a turn well withing the defined rules.

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DFRPG / Re: Is a disarm tag, a reasonable maneuver/effect?
« on: February 24, 2011, 07:09:55 AM »
Riddle me this, since it's late and I'm out of it, you COULD use a maneuver to place an aspect on the scene (for that is what this is, remember gm has final say of how the mechanics actually work in end) however, maneuvers can be removed by a roll that is higher then the maneuver or what you can do to protect the aspect. That being said a zone wide compel could cause everyone to loose their weapons (if they were metal yada yada), every one would get a fate point, then one guy could beat the roll, break the maneuver, and everyone could grab their guns as a complimentary action.
Net result, one guy is disarmed and wastes his turn, everyone else gets a minus one on their next action. So you CAN do it, but this method could be used to turn the tables back on the wizard. Just my two cents.

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DFRPG / Re: Tagging own temporary aspects
« on: February 06, 2011, 07:19:08 AM »
I'd have to say they do get a free tag, my question would be this, if an enemy spots this NGM they likely will get a free tag, does this use up the tag? If so smart npcs will keep such things to a minimum.

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DFRPG / Re: 4th Nail/Sword of the Cross ideas suggestions?
« on: January 28, 2011, 07:51:45 PM »
I have to disagree, Pietas, duty, strikes me as a big one, much in the same way hope and love are, duty, piety is a defining characteristics of a religion. To quote weird Al "I'm the pious guy the little Amlettes wanna be like"

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DFRPG / Re: Breath Weapons
« on: January 28, 2011, 02:17:04 PM »
Like most of Fate I'm going to say IF it makes sense to you and the story and makes it fun, then yes, strength modifies it. That being said, for most "breath weapons" I'd think a stunt would be a better choice for ways to "pump" up the power.

As for juggling such attacks, maybe if they had zel gel, asbestos gloves, or a magical shield then yea, they could pull it off (the first to are for fire obviously).

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DFRPG / Re: Starting In Media Res
« on: January 28, 2011, 06:28:06 AM »
In media res is a great attention grabber, the most important part is to still have 3 acts to your adventure, the start of the adventure is obviously on act two, the rising conflict. The most important thing to do is fill act 1, the build up, preferably before you finish the first action sequence. You can handle this in a few ways:
Font load background dump: You tell what they did before hand. "You've been chasing person X for hours, finally you corner him in a parking garage where you both jacked two cars, the race is on." ect. This method is quick and easy but might leave your players feeling like they have little control of their characters.

Rear end background dump: You finish the action then give all the information about how they got here in one large dialog, you can incorporate what they said and did during the action into your narrative.

Time rewind: they finish the action, are about to interrogate the baddy or fall into a worse situation then you pull it back to the start of adventure and let them play themselves into the conflict. This is similar to how the Odyssey is told.

Small tastes of background: write note cards with bits of background pertaining to certain players "Joan you're ticked at Nathan for letting the warlock slip through your trap at the baseball field." "Frank, you lost your gun during the struggle with the demon he summoned." Give them to your players if they bring up a complimentary point or you want some more conversation rolling. The players "feed" each other background as you continue the action.

Leading question backdrop: My personal favorite method for this type of gaming, ask your players details about the background that keeps your narrative mostly unchanged. "Joan who's fault was it your trap for the warlock failed?"  "Frank, your gun is gone, how the hell did that happen?"
Maybe Frank's player suggests the demon on his own... suddenly its no longer a two man race you add in the warlocks demon coming up from the rear.... you get your players to play their characters, keep your story, and maybe add awesome things your players come up with you never thought of.

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DFRPG / Re: 4th Nail/Sword of the Cross ideas suggestions?
« on: January 28, 2011, 05:38:55 AM »
Though it moves a bit away from your original concept some, Roman virtues that show up in Christianity as well that might make good sword names.
Pietas: Piety; duty to God, family, and people.
Providentia: Providence, forethought; surviving trials to manifest a greater destiny
Laetita; joy, celebration usually after hardship
Gravitas; gravity, sense of responsibility
Firmitas; Tenacity, strength of mind
Clementia; mercy, gentleness

It seems "cchius" means sword in this context (I am not very good with latin, damn correspondence course....) so add it to the end of one of these for sword names, Gravitacchuis or something like that.

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DFRPG / Re: Wards and the First Law
« on: December 03, 2010, 09:13:38 PM »
For the most part intent should be considered for the supernatural power at least (the council might think otherwise). You make a ward that no reasonable person should be able to kill themselves on and someone does, you don't become a "law breaker".

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DFRPG / Re: Held at gun point
« on: December 01, 2010, 03:56:38 AM »
Or you can consider the whole thing a social combat where the gun becomes an aspect or maneuver and not the 'threat'.

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DFRPG / Re: Wards and the First Law
« on: November 30, 2010, 03:51:50 AM »
A spell tossed at the ward is the spell that comes back, the intent is squarely on the caster not the maker of the ward, you reap what you sow, I go as far to say bullets and weapons rebounding are the fault of the user more then anything. If you throw a baseball at a rubber wall and it bounces back to hit you who's at fault? But, if you add a bit of top spin to your wards all damage is on your head.

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DFRPG / Re: Wards and the First Law
« on: November 29, 2010, 09:38:35 PM »
Just my own two cents, a ward that did nothing but reflect any attack on it would be breaking the first law if it killed someone. Good news though, most beings (even in game) would have a nearly impossible chance of killing themselves with their own strength used against them, especially since they'd likely only be hit once before the lesson is learned. Put a human who tries to bust down a door (ward) he might hit with 4 or 5 shifts, but a moderate consequence will soak that right up. In the end he gets a broken nose and becomes very hesitant of doing anything to said wizard.

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DFRPG / Re: Empathy, social defence
« on: November 15, 2010, 05:46:15 AM »
In YS, there are four different skills that are given as defenses against intimidation (deceit, presence, rapport, discipline), meaning that just about any social ability at all is a defense against it, and all magic users have a built in defense against it.

For the most part all four "can be used" but depending on the threat I'd rule only certain one are available in that situation (or if the person rolling can make a good reason).
For example, you're tied up with a guy yelling at you "Tell me where the girl is or you get it" rapport and presence might not cut it for defense. Your ability to be sociable might not cut it as a means of 'deflecting' the fear your assailant is putting out.

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DFRPG / Re: Aspect/declarations and tags on items question
« on: November 04, 2010, 12:42:30 AM »
You might be able to say hollowpoints satisfy the "massive damage" catch.

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DFRPG / Re: Magical items and non-magical PCs
« on: November 04, 2010, 12:08:41 AM »
I'm not too sure about the Topping off by a wizard, remember Harry's rings held back a bit of kinetic energy each time he moved his arms and once he did a half an hour of heavy bag to grab a charge back instead of just looking at it all cross eyed saying strange words. This strikes me that you can make an item that can be recharge by alt. methods, Elaine, if I'm remembering right, said one of her items could be charged from a wall outlet. Maybe you need to toss a ring in a fire for a bit so you can let a jet of flame out again, the possibilities are varied.

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