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Messages - spacetonium

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DFRPG / Re: skill shuffle question
« on: October 06, 2010, 09:29:54 PM »
thanks guys! i appreciate it!

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DFRPG / skill shuffle question
« on: October 06, 2010, 07:36:04 PM »

A friend of mine is joining our fledgling group, and is making a werewolf. the question we have is on skill shuffle. He claims it lets him rearrange his skills every time he changes into wolf form, i.e. that he adapts his skills to the current situation. the rest of us believe that he must make a second set of skills at character creation that is static for his wolf form. this makes more sense to me, but the thing is, the wording never actually says this as far as i know.

thoughts?

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Thanks luminos!

Now for the second question.  No, a Circle is just that, a Circle, not a Ward.  A Circle is something which anyone, even mundane/Pure Mortal people can create.  All it takes is something to 'draw' the circle with, like salt, a drop of blood, and an act of will.  In game terms, a Circle most closely resembles a Threshold in terms of effect or operation, in that it either blocks or contains metaphysical power.  Depending on what it is being used for, either keeping something in, or things out, would determine what or how the Circle can be overcome.  Something worth noting though, is that while the Circle is very easy for a mortal to create, it is just as easy for a mortal (the same or a different one) to destroy, by breaching the circle with a physical item, like a thrown peeble, etc as it again requires an act of will.

Do you know where in the rules circles are covered? I couldn't find them in the mostly great index, and haven't seen them elsewhere. 

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DFRPG / Warding questions and Character Concept (tweak suggestions welcome)
« on: September 27, 2010, 03:28:59 AM »
Hey all!

My friends and I are getting in to the DFRPG and we're starting a new game soon. We're all veteran roleplayers, but we're all also new to the FATE system and aren't totally locked down on fairly sizable parts of the the DFRPG specifically.
The questions I have are:

Can you permanently ward a place/area that is not your own? It doesn't seem to happen often in the books IIRC. Gamewise is it still just a matter of complexity?
Are the temporary circles used by characters (mostly Harry) in the books just on the fly wards?
And what would a ward "passkey" be in game terms? (I'm specifically thinking of the amulet that Harry gave to Murphy so that she could safely bypass his wards) Are these focus items? Enchanted Items? neither?

The reason I'm asking all these ward questions is that I'm considering playing a focused practitioner that provides magical security for members of the magic community. He'd mainly work with those who don't have the juice or knowhow to make the wards themselves. The game takes place in a city (Louisville, KY) that was magically dead for at least a century, and then suddenly "awoke" ten years previous to the game. As such, the magical community is growing, the nevernever is growing richer in the area, and things are starting to go bump in the night. My Character is a former high tech sec consultant - he basically did the same thing he does now, only for the mundanes, and he lost his ability to reliably work with electronics when his power surfaced.  He's now trying to rebuild his business using his abilities instead of tech. He also doesn't shy away from the shadier potential employees he might have.

The stats I've cooked up are:

power level: Up to your waist
name: Martin Bishop
High Concept: Freelance Magical Security Consultant
Trouble: Finding a balance between magic and mundane. (not sure on this. I feel it may be a bit weak.)
B ground: Reach Beyond what you know.
R conflict: Hold on to what you have, you may lose it.
1st adv: Protect those who need it, and protect those who can afford it.
Guest Star: Watch your back. Shoot straight. Conserve ammo. And never, ever, cut a deal with a dragon. (stolen from shadowrun! :D)
GS Redux: You mean you wish to surrender to me? Very well, I accept.

Stunts & Powers: -2 channeling (kinetomancy), -2 ritual (warding), -0 Wizard's Constitution, -1 refinement (2 item slots), -1 armed arts (baton/knife)
Total refresh adj: -6, adjusted refresh: 1
Skills: GOOD- Lore, discipline, guns, conviction. FAIR-fists, endurance, athletics, scholarship. AVERAGE-investigation, resources, contacts, alertness, craftsmanship.

items:
focus item: Shield "wristwatch" +1 defensive power.
focus item: engraved steel baton +1 offensive power. (i may switch this to be a more thaumaturgy oriented item)
enchanted item (4 E.I. slots): Armored 3 piece business suit. +4 Armor, 5 uses.
he also carries with him a snubnosed .357 magnum in a shoulder holster (I may have him use a pair of these) and a small tactical knife.

looking at his stats, i can see that he could definitely be more specialized. While his being sort of a generalist may get him out of more scrapes, it does keep me from making him super great at warding. Does anyone have any suggestions?

 Comments, flames, and blames welcome. Thanks in advance.




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