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Messages - Arcane

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1
DFRPG / Re: Outer Gates Discussion
« on: April 08, 2016, 05:23:07 PM »
As for the Outer Gates, I like to think that there have been occasions in the past where people have had to go past them, which is why there is a gate.
If nothing else, you need a way to send forces out there to keep Outsiders from just camping out at the Wall and spending all their time at one spot trying to weaken it.

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DFRPG / Re: Outer Gates Discussion
« on: March 31, 2016, 03:17:53 PM »
*Reports zaczane to the Wardens for breaking the 7th Law*

3
DFRPG / Re: Looking to limit wizard power thread.
« on: March 23, 2016, 03:01:06 PM »
On the same token, if a PC hits an opponent with a Weapon: 7 (Not even counting Stress for Targeting VS Defense rolls.) and takes the opponent out, then I'm not letting them choose to keep the opponent alive. Considering Weapon: 4 is "'Battlefield'” weaponry, explosives" I'd say that's reasonable.
I'd say even if you're changing the rules, the above is a little harsh as blanket result.  Some special effects are more potentially lethal than others.  A Weapon:7 Fireball might be fair for the above but killing someone hit with a Weapon:7 spell which takes someone out by covering them in webbing (leaving the mouth and nose uncovered) or knocking them out through intense sensory overload would't make sense.

4
DFRPG / Re: How effective is a threshold?
« on: February 26, 2016, 03:40:26 AM »
In each case, I'd subtract shifts from the effect equal to the threshold rating.  So if you had a 4-shift kinetic ring attack, and walked into a house with a threshold of 2, your weapon:4 attack is now weapon: 2.  If the threshold was 4, well, I'd allow the (technically illegal, since spells 'must' have one shift) weapon:0 attack.  A threshold of 5 would shut down the ring entirely.

As for the potions... again, just subtract shifts.  If that makes them stop working, well, oops.  No more potion effects.
So what would happen if an item anyone could use or potion was given to or taken by someone who's home it is or was invited in?  Would the suppression of its power by the Threshold lift or would it still be in effect due to being brought in by someone uninvited?

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DFRPG / Re: The Take-Out Chain Game
« on: April 09, 2015, 02:51:29 PM »
The acid in questin is lysergic acid diethylamide.  You find yourself unable to act or participate meaninfully in the scene as you undergo a mind-bending spiritual experience in which you become one with the cosmos.  A great excuse to use any Refresh you have to buy new Powers or Refinements once you come down.

Accuracy 20 Weapon 2 attack as the embryo that some alien creature from the Nevernever implanted in you bursts its way out

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DFRPG / Re: Wizard power level without the Laws of Magic
« on: April 04, 2015, 08:54:05 PM »
First off, there are the laws to prevent spells that shut down stories.  Mind reading and looking into the past kill almost any story that involves secrets or 'who did what to whom'. So, the third, 4th and 6th laws.

Actually, the 6th Law doesn't forbid anyone from looking into the past.  It just forbids anyone from travelling there to do something about it.  Postcognition is totally fine, as is precgnition.

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DFRPG / Re: Black Court & True Faith
« on: March 25, 2015, 04:50:44 AM »
Of course, if the Thrall with True Faith has got Guide My Hand, the Spiritual Guidance trapping of the power could lead him to someone who could recognize his predicament and help him without him even being aware of why he went there, or bring such a person to him.

Which is a great way to get PC's involved.  :)

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DFRPG / Re: Fate Core/ Alchemy Stunt
« on: February 11, 2015, 02:27:10 PM »
Couldn't you just use turning lead to gold as a justification for a Thaumarturgical skill substitution of Lore for Resources ritual?

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DFRPG / Re: Play Report - Ray of Sunshine Campaign
« on: August 02, 2014, 12:24:32 AM »
Maybe the Furies just have a type.  :)

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DFRPG / Re: Pickpocketing rote?
« on: July 26, 2014, 02:30:34 AM »
Another possibility could be a specialized form of veil that blocks the victim from noticing you're trying to lift something off of him.

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DFRPG / Re: Pickpocketing rote?
« on: July 26, 2014, 01:48:21 AM »
How about some sort of maneuver to put the aspect "Secretly Stolen" on the object (or "Robbed" on the owner)?  Tag the resulting aspect for effect to have the object instead of the original owner.

12
DFRPG / Re: Fans of the show Leverage? How would you stat Elliot?
« on: July 15, 2014, 05:47:00 PM »
Off topic, but part of a convo I had when I finished the last episode of Leverage on Netflix. If I ever had to cast a Dresden Files movie, Christian Kane (the actor who plays Eliot Spencer) is who I would cast as Jared Kincaid.


Hillariously enough, I was thinking of suggesting Eliot be statted as Kincaid's younger brother.  :)

13
DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 04:58:42 AM »
Not totally true!

I allow social enchanted items.

But they follow the same rules as combat items:  maneuver/block/attack.

So I'd allow a Rapport 6 social attack.  It's a 1-shot item that uses charges.  It only works for 1 attack (not a whole scene).

If he wants to defend, he has to make a Rapport Block item. (which is a separate item than the attack item)

I slot items like that into the "divination" category.  You get a glimpse of what kind of counter-argument to make, or an instantaneous spark of inspiration.

I don't allow attack items with a weapon value, even though you can do that with physical combat items.  So they are all 'skill replacement' and have a weapon value of 0.  This is specifically because Divination is Thaumaturgy and thaum attacks don't have a weapon value.

Would you ever allow social enchanted items with a Weapon rating if someone could make a good argument that it works via a principle other than divination?  Like for example waving around an enchanted badge that makes your words have more impact because it has the weight of lawful authority behind it?

14
DFRPG / Re: Picking up and losing powers mid-session
« on: July 02, 2014, 04:32:06 AM »
A Denarian giving up his Coin for the purposes of pursuing Redemption is a rare and important occurrence.  There's only been one recorded incident of it happening in the last 2000 years (Sanya).  I would say that would qualify for a Major Milestone, or at least Significant if one wants to be stingy.

While Milestones usually occur at the end of a session they're not required to do so.  Milestones are at "GM's Discretion" and can happen anytime in game that something has happened to justify them.

15
DFRPG / Re: Custom True Faith powers for review
« on: June 26, 2014, 05:01:38 AM »
Along with possible new powers, you could always reskin old supernatural powers to give them a Fatih-based flavor.

Armor of Righteousness (Reskinned Supernatural Toughness)
Description: Your faith in a higher power and service to divine purpose grants you protection against creatures of darkness and malign supernatural powers.
Musts: The character must have taken Guide My Hand.  They must also take the following Catch.
The Catch: Mundane attacks from mortal humans and animals not undertaken due to supernatural influence.  (Anyone can reasonably get access +2; Requires access to specific research material (detailed histories of saints and holy men) +1)
Skills affected: As Superhuman Toughness
Effects: As Superhuman Toughness
Refresh Cost: -1

Theoretically one could also get a stronger version that gave the benefits of Mythic Toughness for a Refresh Cost of -3.

Edit: Clarification - "due to supernatural influence" means supernatural powers directly influencing the mortal human's or animal's mind or body.  A mortal human attacking due to being possessed, under mental control, or having their body manipulated like a puppet by a supernatural creature doesn't satisfy the Catch but a mortal human attacking due to being bribed, intimidated (not Incited) or tricked by a supernatural creature would.

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