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Messages - ImpishMortal

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1
DF Reference Collection / Re: Dialogues with Portents and Parents
« on: December 03, 2012, 10:05:56 PM »
Serack, might you also consider adding Patterns to the title of this thread? There seem to be many patterns of significance, be they in-verse or of the meta variety.

So far, we have the Denarians recurring every five books and a few others that escape me. Although I think with Cold Days Jim has established that in another seven books, we'll have a book taking place on Halloween. How fitting would that be to kick off the end?

2
DFRPG / Re: All About Stunts!!
« on: August 21, 2012, 02:12:08 PM »
Hey hey, thanks for the input.

Get Behind Me!! was crafted by a guy playing a mortal hunter who has seen a few battles and dealt with the supernatural.

UmbraLux, the rewrite is interesting. A few questions, though. How would the character know that the damage would be enough to inflict a consequence? Or should I be reading that as any damage that is intercepted is taken as a consequence?

As far as the second stunt is concerned, my group has been doing some fairly unlawful activities: attacking police officers, arson, and trying to kidnap babies to finish a deal with the Sidhe, to name a few. They received a major dressing down by another character and one of my players wanted to take a stunt reflecting the change her character was inspired to make.

Basically, if someone goes to steal a baby, she could be like, "Hey dude, that's a bad idea." If he can't beat the block he'll give up for the time being. I wouldn't be allowing her to use it more than once per scene, which I should've added to the write-up.

3
DFRPG / Re: All About Stunts!!
« on: August 17, 2012, 03:07:30 PM »
That's just a master list, not a thread for discussion, hence I made this thread.

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DFRPG / All About Stunts!!
« on: August 17, 2012, 02:43:37 PM »
Given that we have threads for Powers and IoPs, I didn't think it to be unreasonable to have a thread dealing specifically with building/refining custom mortal stunts.

That being said, I wanted to toss out a few stunts that some of my players are working on and get a little feedback.

Get Behind Me!
When an ally in the same zone is targeted by an attack, this character may choose to step in the way and defends against the attack with their Presence skill. This may not be used more than once per round.
When an ally in the same zone would receive damage from a successful attack, this character may spend a Fate Point, to be struck by the attack instead of the original target. This may be activated as often as this character can spend a Fate Point.
 
Let's Rethink This...
Any time an ally intends to make an action that would endanger themselves or others, this character may make a social block with Rapport in an attempt to talk them out of it and gains a +2 to their roll. 

5
DFRPG / Re: Help with an item of power.
« on: August 17, 2012, 02:32:47 PM »
The idea to actually make a deck of cards is really awesome, and I encourage you to do that.

Then I would go and make the stats for the item something like this:

Deck of Tricks [-3]
It is what it is: And that's an old deck of 52 playing cards plus jokers.
One Time Discount [+1]: A deck of cards is a small item.
Luck of the Draw[-4]: As a standard action, you may draw a card from the deck. You are granted the powers attributed to the card. The powers last for 1 scene.
You've got to know when to hold 'em...: You may spend a fate point to have your current card last for one more scene.
...know when to fold 'em: Once per scene, you may spend a fate point to immediately draw a new card from the deck, after you just drew a card as a standard action.

Luck of the draw is modeled after modular abilities. Since you can't choose your power, I reduced the modular base cost by 1 point of refresh. You'd have to have powers worth approximately 3 refresh on any card, but not all of them have to be very useful or work together very well.

Example cards:
  • evocation (offensive air specialization)
  • Gaseous Form
  • Document Forging (stunt) + superb deceit + "Mimic document" (the card acts as psychic paper)
  • channeling (fire) + focus item (+1 offensive fire power and control)
  • superb driving + superb scholarship + ghost speaker
  • Diminutive Size + inhuman strength
  • superb investigation + Psychometry + Quick Eye (stunt)

Well... you get the idea. You can easily change the 3 refresh, if you want more or less refresh on those powers. The superb skills are based on the mimic abilities power and can be replaced by higher or lower skill levels if you like, but I would always grant the maximum skill level your campaign allows. And of course those skills are not subject to the pyramid, they are extra.

Very nice!

6
DFRPG / Re: A (nearly) conflict free scenario?
« on: August 17, 2012, 02:23:07 PM »
Sounds fun.

Do people often run conflict free scenarios and scenes?

I'm just curious.  I think my group does this fairly commonly.

I often try to run scenes without conflict planned. My players like to roleplay and self-compel themselves to act rashly and end up causing problems. I've found that this actually ends up making the transition to combat more organic, since it is directly the result of the players' actions and not something I railroad them into.

However, there are times when all I was really aiming for was an exposition scene and they don't end up gaining the info, lol.

7
DFRPG Resource Collection / Re: Item Of Power Master List
« on: August 17, 2012, 01:35:37 PM »
I'm currently running a game and one of the players wanted to play a weapons engineer who powers his gadgets with a magical artifact.

I came up with this IoP as a result.

Sphere of Unknown Origin [-3]
Energy Reroute. Tapping into a portion of the mysterious energies of this object, you are able to power a few abilities at a time. The combined cost of the abilities may not exceed the refresh cost of this item. You may take a full round action to change which abilities are powered. The powered abilities may be selected from the following: Guns Akimbo* [-1], Flight [-1], Inhuman Speed [-2], Inhuman Strength [-2], Inhuman Toughness [-2], Killer Blow [-1], The Whole Nine Yards** [-1], Supernatural Sense [-1 or -2], Target-Rich Environment [-1].
Untapped Power. With time and study, you may unlock access to more power from this object. You may add refresh points to this item to increase the Modular Abilities pool.
Energy Discharge. You may take a point of Sponsor Debt in order to unleash a powerful torrent of energy at one target for a Weapon: 4 attack.
Unbreakable. As an Item of Power, this item cannot be broken, and any technology powered by this item gains is resistant to the effects of magic.

*Guns Akimbo: You have the ability to effectively wield a gun in each hand. When attacking a single target, you may add half of the second gun’s damage bonus on a successful hit (round up).
**The Whole Nine Yards: Your level of skill with your guns is such that you can fire quickly, creating a veritable hailstorm of rounds. You may use your Gun skill to make spray attacks (page 326) with your gun of choice against opponents up to one zone away. You may not combine the benefits of any other stunt with the effects of The Whole Nine Yards.

Given that the sphere shines with an unnatural light that can't be concealed, I gave it a rebate of +2.

8
DFRPG / Re: Buffy or Slayer-like Character?
« on: August 07, 2012, 07:21:56 PM »
Hmm, I think a Buffy-flavored Slayer could be easily created by having the player take Inhuman Strength and Inhuman Toughness (and/or Inhuman Recovery) with stunts to flesh their abilities further.

Just don't get caught up on the fact that he isn't using the Pure Mortal template. Really the High Concept and aspects are all you need to worry about. 

9
DFRPG / Re: Thinking of a new shadowy organization for my game
« on: August 07, 2012, 07:11:47 PM »
You may also want to consider having an established group being corrupted from within (this could be good or bad) or have its leaders usurped and others take over (which could also be good or bad).

In a campaign I am currently running, set in the Jacksonville area, there are going to be two cults and at least one established shadow organization that was founded by the Spanish back when they settled Saint Augustine. This is set post-Changes, so the Fomor are starting to gain ground as well.

The trick for me is just figuring out how all these forces will be maneuvering against one another and the PCs, but of course that largely depends on the actions taken by my group. :P

10
DFRPG / Re: Stats for Zats
« on: July 17, 2012, 09:54:06 PM »
It looks good, save for a few quibbles I think would smooth it out a little more (but these are just quibbles; I'd allow this as written into my game, if my game were about brain-eating alien parasites and the commandos that fight them).

Use the default Maneuver rules for Aspect stickiness: 0 shifts on the maneuver roll results in a fragile Aspect, lasting for 1 exchange, while 1 or more shifts makes that Aspect sticky.

A zat gun fired against an organic target is treated as a Maneuver intending to place the Aspect "Stunned (by Zat Gun)" on the target. If the target is subject to another attack from a zat gun while this aspect is in place treat the Zat Gun as an attack with Weapon:3.

At this point, though, you're really getting down into personal preferences on how rules are written. I think anyone wanting a zat gun can probably find something they can use in this thread. Problem solved, problem staying solved!  :)

Yes, wording something like this is tricky, and I almost went with the fragile aspect. Next time I go with my gut. :P

Otherwise, mission accomplished! 8)

11
DFRPG / Re: Stats for Zats
« on: July 17, 2012, 08:37:50 PM »
The first attack with a zat gun isn't an attack. It's a Maneuver, intended to place the "Stunned" aspect on your target. Only once that aspect is applied can subsequent attacks use a Weapon rating. There. It's kind of like grappling, actually. Making the first attack a maneuver simplifies the intent behind that messy Weapon:0 and automatic Aspect placement, as well as reconciles the mechanical effects with the narrative effects. The attacker places the aspect with a successful Maneuver. Problem solved. The target has been narratively shot once with a zat gun as surely as if a martial artist had maneuvered them "Off a Ledge" or "Into an Arm Bar".

Then you just rule subsequent zat shots have a Weapon rating, as the weapon is far more narratively dangerous now that the target has been stunned once. Once the target removes the Stunned aspect, a zat attack on them would be a Maneuver once again, and so on.

This is why these forums are awesome. We can toss up ideas and refine them to something better. :)

quote author=Mr. Death link=topic=33179.msg1498244#msg1498244 date=1342547760]
All of which is way more complicated than, "It's a Weapon:2, and everything else that happens is just flavor for the Taken Out result and consequences."

I really see no reason why a Zat gun has to work mechanically different than any other weapon. This all just seems far more complicated than it needs to be.
[/quote]

What's wrong with complicated? ;D And really admiralducksauce's revisions to make it far less complicated than what I posted originally. Here's where it stands currently (assuming I've read the suggested revisions correctly):

Zat Gun
Short Ranged. Due to the unstable nature of the rounds fired by the Zat Gun, the effective target range is limited to 1 zone.
One To Stun, Two To Kill. If an organic being is successfully hit and would take stress from this weapon, treat the hit as a manuever instead. The target takes the sticky aspect, Stunned (by Zat Gun), until the end of their next turn. If the target takes damage from this weapon while this aspect is in place treat the Zat Gun as Weapon:3.

How does this rewrite look?

12
DFRPG / Re: Running with the devil
« on: July 17, 2012, 03:33:35 PM »
I don't know about any of you guys, but I wouldn't wish that shitty power on my worst enemy. You get a +1 to actions that are aligned with your copilot, after which you stand a very good chance of taking mental stress and eventually taking yourself out? I honestly can't think of any situation where Demonic Co-Pilot is better than the Sponsor mechanics.

;D

13
DFRPG / Re: Stats for Zats
« on: July 17, 2012, 03:05:11 PM »
Except for the "One to Stun, Two to Kill" rule. What I would do is keep them Weapon:0 against organic targets. I like that rationale and I like how it interacts with armor and operator skill. I would keep your rule about applying a sticky aspect "Stunned" to the target if the zat deals stress. I would change it up from there, however. If the target takes another hit from a zat while the "Stunned" aspect is still applied, then the zat functions as Weapon:3.

I think this approach has merit.
1. A character without FP can be compelled on the Stunned aspects to drop immediately. Works good on minions.
2. The second hit is more powerful but not immediately fatal.
3. The target can remove the Stunned aspect; Endurance is probably the easiest explanation, but whatever works.

I like your take on that. I was having a hard time justifying that ability being so powerful on that quick write-up, and I agree that the second shot being more powerful would line up more with the show's mythology. There have been several examples of "boss" or "unique" targets that required multiple shots before getting Stunned, and some targets had good enough armor to prevent it from having any effect.

Another thought regarding its balance vs. regular gun, this gun would likely take more time to kill a mook (two rounds minimum, unless the user spent FPs and/or had an absurdly high Gun skill+roll) than a regular gun (which could easily do it in one round).

14
Alright. Mechanically speaking, I understand the disparity that you have found between the base Incite Emotion power and some of the base Incite Effect powers like Shadow Manipulation. By your current Incite Effect model, having a power that has a LoS range costs three points of refresh. What I'm recommending is that we don't allow any base Incite Effect powers that cost one point of refresh to include LoS, as is the case with Shadow Manipulation.

Also, I was wondering if it might be an acceptable alternative to allow some base Incite Effect powers to be zone-area attacks instead of touch attacks. The cost is offset as the wielder no longer gets a +2 to their roll. For example:

Light Manipulation [-1]
Description:
You have the ability to manipulate visible light, given that there is some light source present.
Skill Affected: Discipline.
Light Manipulation. You may manipulate any form of light that you can perceive within your current zone to make manuevers or blocks. At the GM's discretion, this may also enable Declarations.

15
DFRPG / Re: Stats for Zats
« on: July 16, 2012, 06:59:06 PM »
I think the OP wanted stats that accurately portrayed the mythology of the show. The weapon would be fairly balanced if someone wanted to use it in tandem with characters using reular guns.
For me, giving a character a weapon that the GM gets to decide if it hits or not seems kinda iffy. Either the weapon is too overpowered, or it's just a plot device to be used at the GM's discretion.

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