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 - alisbin

Pages: [1]
1
DFRPG / Re: Mental and Social Armour
« on: October 23, 2011, 02:58:04 PM »
for my games we actually have been considering the idea of limiting the total value of all types of armor (and weapons possibly even) to resources. physical armor is bought 1 to 1 and mental/social is value+1.
so you want social armor 1, physical armor 1 and you have a resources of 3? go for it, you have this fantastic looking leather jacket, so people can't make you look bad as easily while you wear it plus it'll make it that much harder for someone with a knife to stick you.
you want mental armor 2 since you hobnob with the white court and have a resources 3? alright, you've got your grandfather's old medal of bravery from WW2 that reminds you of all the times that your grandfather would tell you inspiring stories.

all of this is stuff that can easily be taken away depending on the circumstance (and thus is not worth a stunt) but in general can act as armor in a balanced way. in general i'd require some tie in to an aspect, maybe some sort of "biker" type aspect for the first example or "raised on heroic stories" for the second. but so far i've found that even without its pretty balanced.

2
DFRPG / Re: Help with Themes, Threats and Conflicts for New York?
« on: October 03, 2011, 03:32:15 PM »
my group is running a nyc campaign currently, conflicts for us are mainly between the NYPD's "Special Events" unit (which actually exists but in our game acts as the anti supernatural squad in addition to normal duties) and various organized crime groups (who for us are either connected supernaturally or looking to be). summer vs winter is also a notable conflict but that might go without saying in any game...
our GM is a serious NYC history/trivia buff so we play off of NYC oddities, it makes for great hooks. Examples: NYC has an extensive series of subway tunnels that haven't been used in over 50 years, most of manhattan island is honeycombed with natural tunnels, various business consortium's have tried to buy and develop Central Park for various reasons and they've all been dismissed out of hand. we've only seriously investigated the latter and for us it turns out that there's an Outer Gate directly underneath and that summer and winter required a natural space as part of a treaty.
my suggestion, see if someone in your group knows much about NYC, if so use their knowledge, if not, buy a history of NYC or find someone outside your group that does know the city very well. nearly all cities have some interesting oddities that can be twisted slightly to be supernatural, you just gotta find'em.

3
@masurao, the character in question is an extremely powerful telepath and a long practiced diplomat. healing his mind is no different to him then a healer mending a wound. recovering from social consequences comes easier since he can manipulate the opinions of others to a degree, plus he has a very resilient self image. there are other characters that may take a different combo, just assume that for the purposes of our game it fits.
i did mention that there are alot of mods inherent here, i'm just asking opinions on separate catches (with rebate) for recovery powers that affect separate stress types.

@umbralux, the examples i gave are not the actual ones the character in question is going to use, some will actually be in opposition. sometimes what you suggest will work rather well, but in one case it won't. fresh example, Physical catch: any psionic source, mental catch: arcane magic sources. the mental defense is designed to protect from psionics/torture/other and be weak to magic (the character is essentially magic blind so he can't defend against it in any special way, he doesnt understand it so he can't fix/defend against it easier then a pure mortal could) whereas the physical is designed to protect from any nonpsionic physical assault (he repairs his body using psychic energy so the attack has to disrupt that psychic energy).
as i said, there is alot of house ruling going on and it would take forever to fully explain it.

4
Hey Mates,
I'm doing some character design for a modified DFRPG game (too many mods to go into here so lets try to keep this on topic, essentially we're emulating a D&D world using fate since we like the system better) and one of the characters will almost certainly end up with physical and mental versions of inhuman recovery (social too maybe but that's still undecided). so my question is, since a catch for one likely won't be able to affect another, is it reasonable to allow the separate catches to grant refresh rebates (example; physical catch= silver, mental catch = illusions, social catch =  logical arguments)? i'm still undecided on the issue so all opinions are welcome.

5
My groups (1 basic DFRPG game set in NYC and one heavily modded game set in an anime world) have had several intragroup social conflicts. only when it improves the story naturally, example:
in my DFRPG game, i'm playing a cop, who, at first was not clued in, after his first supernatural experience, he was having dinner with two other pcs (and talking about the experience off the record, trying to come to terms with it). my character was very much in denial and each of the other pcs had different ideas on how to clue me in. so it became a social conflict, if i had won, i would have remained clueless (which would have complicated what came next) and if i had lost i would have had to accept that magic might actually be real (i lost when our impulsive sorcerer used a light spell as a social attack to deal mental damage, i took a mental consequence and conceded).

personally, i think that if used appropriately (and with full player support) intraparty conflict of any sort can be of great entertainment and can in fact move a story along.

Pages: [1]