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Messages - Malckuss

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DFRPG / Re: Beast Change
« on: April 07, 2011, 07:16:43 PM »
Beast Change is a pretty awesome power, mainly because it lets you rearrange your skills, allowing for a "social" mode and "combat" mode.

Has anyone played a character that used Beast Change but wasn't a were-form?  How about a Minor Talent whose only power is Beast Change?  I imagine they'd take on a beastial appearance when they change but not actually become an animal.  Maybe flavor it as being tied to an animal spirit but not being a true shapeshifter?

Rename and reflavor; Maybe this is akin to the mental shifting that Lycanthropes go through, or similar to the Shifters from Eberron.

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DFRPG / Re: Is this true?
« on: March 17, 2011, 03:14:44 AM »
I know this is bogus, but I would so buy into an actual Arcanos product by Evil Hat.

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DFRPG / Re: RCV player characters
« on: February 28, 2011, 04:43:17 PM »
This = WIN! ;D

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DFRPG / Re: The Fate Point Barter
« on: February 28, 2011, 04:39:04 PM »
I agree with Umbralax; for the Overflow Action, give them two different stunts. One to give them a 2 stress hit to a nearby target if they generate Spin on a hit, and another to give them a two stress hit on a nearby target if they Take Out the target they were just facing. A third Stunt could be built to deal a 2 shift attack to the same target if they score an attack generating Spin, making it easy to avoid for a powerful character, but mooks would get mowed. Put all three on the same character, and you have a mook massacring madman on your hands without any new rules.

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DFRPG / Re: Weapons and Aspects
« on: February 26, 2011, 04:12:59 AM »
That's not a bad idea; maybe call it Gun Enthusiast.

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DFRPG / Re: Weapons and Aspects
« on: February 25, 2011, 09:53:08 PM »
Is there any sort of Crafting stunt or something similar needed to allow a player to build items using these rules, or can anyone with the right skill at the right level use them?

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DFRPG / Re: Weapons and Aspects
« on: February 25, 2011, 09:18:40 PM »
I have used the gadget rules from Spirit of he Century to model such mods. The SotC SRD has more details, in short you can pay for mods/gadgets by spending stunts,  buying them with Resources or building them yourself with Craftmanship. SotC defines the cost and other limits for such tricks. You need to adjust the rules a bit to match the level of weird science you want...

Would the rules in the SotC book or SRD need any tweaking for Dresden Files? I know the rules for stress are wildly different, is there anything here that could cause issue or could it just be "dragged and dropped" right in?

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 25, 2011, 09:03:50 PM »
No, Thank You, sir. The wait will be totally worth it, as I'm sure it will give the community at large and myself new insight into kitbashing some cool new toys for the Dresden Files and FATE as a whole.

On a side note, I totally understand the child issue; I watch my married room mates two year old so they can work and go to school, and he is routinely awake until 3 am. Makes me want to by a year's supply of Nyquil and a dart gun. :D

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 25, 2011, 02:48:53 AM »
Um...Poop. I think I sent it to you here as a private message...I'll have to recompose it.

Edit: Ok, now the email is sent; I royally screwed that one up. Sorry for the confusion, Iago. Sometimes I almost think I should get my internet privileges revoked.
Almost. ;)

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 25, 2011, 02:25:13 AM »
Iago, the email is sent.

I tried to pick some things that the whole community might be interested in / benefit from; but I will admit to being totally selfish with one of the powers.

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 24, 2011, 05:20:50 AM »
Email me a wishlist of powers (no more than 3 or 4) and I'll consider doing a blog post.

I will most certainly do that, sir; most likely tomorrow. Though I may just post them here if I have trouble finding/sending you the message. Thank you for your attention to the player base, and thank you for your answers in advance.

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 22, 2011, 12:56:53 AM »
I believe its the difference of exactly how much better a supernatural power should be then a stunt that people have trouble with.
This is more what I was getting at; I would have thought, for example, that True Shapeshifting would only cost say -2 or 3 not the -4 it does...it doesn't to me seem to be much more powerful than Beast Change which is -1. You need Modular Abilities to pick up anything concrete rules wise, all it really allows is freedom to swap your skills around willy nilly based on your form, and I'm of the opinion that while that flexibility is potent, it's nowhere near as cool/potent as say Thaumaturgy (which could with time and effort actually outpace True Shapeshifting and a moderate score in Modular Abilities) and is certainly not as powerful as the Surernatural Speed, Strength or Toughness Abilities. I 'm not trying to be argumentative, I just trying to illustrate that the balance issues aren't always apparent to everyone.

Iago, do you think you could break down a few powers along the "stunts as powers theme" you were just talking about for some clarification? Thanks in advance.

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DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 21, 2011, 10:09:45 PM »
That's a bit much, tho we will cover -some- of that territory.

Mostly that was an Ultimate Wishlist of things I hear from my players (or whine about myself when making NPCs  ;D). I'd most like rules for building your own powers. I think that would go a long way towards eliminating the need for more material down the road and make my job as GM easier. The premade spells and trinkets would be gravy; some of my players have difficulty building/coming up with their own effects, and I would occasionally prefer to have a big list to choose from when building characters (I built 10 pregens for a con game in the last 2 weeks and I left all the spell stuff till last, so they came out feeling a little...generic; fortunately the players helped fix that for me)

I really like the rules, you & your company's approach to the fans, and appreciate that you don't want to break our pocketbooks with supplements.

14
DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 21, 2011, 12:36:44 AM »
I'd love to see a book with expanded/additional Powers of the newer baddies and write-ups for the same, rules fro making your own powers similar to the rules for stunts, addition Sponsored Magic, pre-made spells (mostly Thaumaturgy/Rituals) and enchanted items.

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DFRPG / Re: Warden Swords and Enchanted Items with multiple Uses
« on: February 17, 2011, 06:48:59 PM »
I did something similar for a pregenerated character for my Con game I posted http://www.jimbutcheronline.com/bb/index.php/topic,24161.0.html
here. I called the item a Lesser Warden Sword and built it by splitting the item into 2 components: The Blade, which held the Weapon effect, and the Hilt/pommel, which held the Counterspell effect. The character has a Lore of Great +4 and a crafting of Great +4 with a Strength Crafting specialization for thaumaturgy, and spent 2 enchanted item slots on it. The final product looked like this:

Lesser Warden Sword
It might not be Luccio's work, but it's the next best thing.
Weapon: 3
May use the following effects 2 times per game session:
* A strength +5 Counterspell
* Act as a Weapon: 5 for one attack.

My math may be a bit off, but you get the general idea; I'm working from memory as I don't have the character where I am currently. Hope this helps someone else.

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