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 - Brackenfur

Pages: [1] 2
1
DFRPG / Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
« on: March 07, 2012, 01:17:16 PM »
Quote
Slayer is based on what was in the show, so, speed is not an ability. They never move faster than norms.
Ok makes sense, dont watch the show that much.
Quote
And the Vamps keep their refresh as it is listed. Otherwise they're far more powerful than other characters
My only point was that the must about a free will/soul holds back the hellspawn without any recompense. Story-wise it makes sense but they seem to be fairly restricted for a low cost template. If the hellspawn played with a wizard more likely than not the vamp would have the higher refresh! Power levels in Fate are a lil wonky. Also Spike didn't always have a soul right? but he worked with the gang from time time. This would still be a character without a soul but playable. (edit: wife pointed out this was do to a chip in his head or some such) The starting refresh would determine what has free will or not mechanically but in the theme of things that's really irrelevant. They seem to have free will just no moral compass without a soul, thus Angel. (Though many fae/vamps of Dresden appear to have free will too...)
Quote
Well, NPCs don't have to use Refresh levels. They can have no free will even if they just have one stunt's worth of abilities.
True, i wasn't looking at it from the npc direction. I don't care so much about the points there, so long as they're challenging to the players. I'm really more arguing on behalf of players that are theoretical.
Quote
Incidentally, I now have even less idea than I had before about where the Minimum Refresh Cost numbers come from. But you know what? It's irrelevant. Nobody cares about that number anyway.
You and me both good internet patron.

2
DFRPG / Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
« on: March 06, 2012, 11:44:48 AM »
Quote
Musts: A halfblood must have a high concept indicating their parentage (Daughter of Athena, Son of Ares). The Big Three (Zeus, Poseidon, and Hades) are forbidden to PC's
Makes sense, Also I see where you're going with restricting the big three. Have you thought about bringing things from the  series following Percy's?
(click to show/hide)
Also I think it'd be cool to have a Prophecy or Quest as a Must too. Don't know if that would be fair, to restrict two of the Half-bloods Aspects, but still.
Quote
Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch (Weapons of the Old World (swords, daggers, bows, etc.)
Options: abilities based on their parent to be determined with gm consent upon creation)
Minimum Refresh Cost: -6
Is the base -6 to ensure they get some other powers or a miscalculation?
Quote
Inhuman Strength [-2], Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch(piercing weapons)
I get that we don't want to make them a heavy refresh but no Inhuman Speed? (never watched the show that much so assumption time) Wasn't Buffy/Slayer made to be physically comparable to Vampires and Demons? without speed she's lacking in a crucial area.

Quote
Minimum Refresh Cost (-5)

Notes: If a player wants to play a Whedonverse vampire they mUST have a HIGH CONCEPT ASPECT that explains their having free will. This may be taken only be taken with the GM’s approval
Honestly my only issue here is that by virtue of their refresh they have free will. Even for the lowest level game "Feet in the Water" (6 refresh) Perhaps this template could just represent the Free Will having Hellmouth vamp?
Additionally you could add/bump up their current powers and grant them the "Gifted With Soul" Power from the custom power list.

Quote
Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.
linky:
http://www.jimbutcheronline.com/bb/index.php/topic,19934.0.html
Also couldn't think of a way to tangent to this but, you should totally have the Mist from the Olympian world. Not sure how really but it was so cool.

3
DFRPG / Re: Some combat and magic related questions
« on: May 12, 2011, 02:32:48 PM »
4) You could also negotiate it as a consequence, that the armor is weakened or destroyed. That way it stays with the character until he could mend or replace it.

6) Yeah summoning is a little tricky.
      Evil Hat added this to help: http://www.dresdenfilesrpg.com/2011/01/19/summoning/
      Scanaphrax compiled some homebrew rules of which summoning was a weighted topic
          1st set: http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269
          2nd set: http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084958.html#msg1084958
   
7) I think the threshold would still hold up or some one would have bumped Harry off in said fashion. We don't see all of them but Harry has a lot of precautions set up. He's pretty paranoid.     

4
DFRPG / Re: Manuever, Attack, or Taking Out: How Would You Do This?
« on: May 04, 2011, 07:04:07 PM »
I think one could only be aware of the spell on them if they were a magically attuned individual.
I'd say Lore if the "princess" has any magic.
Conviction if she is aware of the spell.
Discipline other wise (will save from D&D is my thought here).

5
DFRPG / Re: Manuever, Attack, or Taking Out: How Would You Do This?
« on: May 03, 2011, 09:48:30 PM »
So you think something like this would be chalked up to one (or numerous) maneuvers that they would tag immediately, or invoke with a certain trigger?
I think this is how I would do it. It just feels better than simply taking her out. YMMV.


"Proper Symbolic Link" aspect (other party members RPed a rather interesting scene to get this, so I gave it to them as something to tag)
Props, that sounds real cool.
It's great that they got their Lore up to those levels, but with Thaumaturgy Discipline is just as important. How does multiple casters work? Can you just pool their Discipline together if so then it doesn't sound like 30 would be the worst thing for multiple casters plus aspects and all.

6
DFRPG / Re: Manuever, Attack, or Taking Out: How Would You Do This?
« on: May 03, 2011, 08:24:08 PM »
Quite the contrary.  You obviously bruised your ribs while diving for cover in a desperate bid to avoid that fireball - a bid that was successful, but that came at a cost.

^Yup. I find it fun thinking of unique tie in consequences. With things like this particular scenario it seems to paint a better picture (at least for me).

The original question though: I'd say "B" or "C", personally leaning towards "B". But if your casters are concerned with that many shifts, "B" is where I'd go. "A" is too close in shifts to "C" to make a difference for me, and "C" seems to quick and easy. Additionally, Are they not worried about the 3rd and 4th Laws? 'Cause all three scenarios breech those Laws. IMHO

7
DFRPG / Re: introduction to the setting
« on: April 26, 2011, 09:02:15 PM »
Wow thanks a lot. That sums up everything beautifully.
And I have read the bit on magic and found it very helpful, though I had lost the links so thank you again!

8
DFRPG / introduction to the setting
« on: April 26, 2011, 06:40:15 PM »
So we are going to be starting a new game soon and the majority of players are mostly unfamiliar with the Dresden files.
What I was wondering is what the fine folk of the forum think the key points of the Dresden-Verse are. And to what depth to cover what areas.
It makes sense that not every player would need to know about the laws of magic, but it seems that they should all have a rudimentary understanding of the different Vampire courts and the Fae. I'm just not sure what that should include.
Are there any summaries of the Dresden-Verse I could hand out?

9
I've found it to work just fine.
 No one else in my group liked the setting so my wife and I have run a game. We did character creation the same as the book, creating four "main" or primary NPC's that interact with the story in a way similar to PCs but still less hero-y than her PC. We tied them together like they were PCs so there is an enormous web locking the five of them and every other NPC. It is a lot of fun!
 It comes out very similar to the books, we really like it, her character is the hero and the one the stories are about.

10
DFRPG / Re: Questions on Denarians....
« on: February 09, 2011, 02:05:15 PM »
It's also important to note how she carries the coin. If you attempted to take it from her by force would you need a surgeon? Because Harry has knocked some of the denarians out and lifted the coin. And if you have a less scrupled character the method with Cassius and the bat could go over well too. Though you probably wouldn't want the child there. Either way though, If your insincere about your death threat chances are the denarian can figure it out and then your kinda stuck. The circle sounds like a really good idea, it may be cool for the wizard and the child of the denarian to go through his/her family's secrets to get articles to better bind the circle with. (aspects for free tagging). But man this is a tough situation, props to your GM for it!

11
DF Reference Collection / Re: Unsolved Mysteries Version II
« on: January 14, 2011, 01:55:42 PM »
Didn't Harry quickly page through the book, relying on Lash's ability to read it back to him? Like she did with Thomas's board?

12
DFRPG / Re: Proactive block mechanics?
« on: January 12, 2011, 08:45:06 PM »
Quote
It seems to me that the rule for making a block persistent should work the same for these. so a 12 shift affect over 4 rounds, plus 2-4 for duration would be a 20 ish level effect.

Well if you're able to get 12 shifts reliably with Evocation than by all means, thats the power level your working with. But, blocks with rituals are wards, technically not different but thematically wards have to be stationary or anchored. I was considering that you literally have 4 separate instances of a simple action at 12 shifts, with a duration of a scene costing 3 (random # between numbers I gave)
so

12*4=48+3=51 shifts of complexity.
this ritual would let you use simple actions (examples were stealth, alertness, investigation, and athletics) at 12 shifts four times in the scene.

Anyways, as was already mentioned those rules were for evocation and it sounds like that was the initial problem. Blocks and simple actions created with Thaumaturgy cant be extended in the same way. But, I think its a choice for the GM and the group. If this is the kind of power level the group feels is appropriate for a caster then it makes since to do it that way. If everyone feels like it may be to powerful then alter it to something less then, I still think the multiple aspects would be the best option.

13
DFRPG / Re: Proactive block mechanics?
« on: January 12, 2011, 07:15:58 PM »
I think making several maneuvers would be the best way to go about it balance wise. (In addition it could allow for clever compels or negatives from the gm/opposition).
However, if the bonuses are a big deal break for the player you could conceivably have the ritual build all of the desired effects.
For example, simple action with 12 shifts 4 times over a duration of one scene, say 2-4 on time increment. Could be around 50-52 (ish). Which is high but the spell is accomplishing a lot.

14
DFRPG / Re: Scene Aspects
« on: January 12, 2011, 06:48:04 PM »
Thats close to what I was planning on doing. I absolutely love the note card idea, stolen lol. Thank you both.

15
DFRPG / Scene Aspects
« on: January 12, 2011, 12:35:52 AM »
In people's experiences has it been found better to lay out the majority of scene aspects (leaving a few to none hidden), or describe the scene and let the players guess, infer, or create them in media res?
Thanks for the help!

Pages: [1] 2