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Messages - Deadmanwalking

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1
DFRPG / Re: Rewriting Lawbreaker Powers
« on: March 14, 2019, 12:21:26 AM »
I suppose I've been playing with far too many players who would completely take advantage of that.  Since most opponents in combat are non-human they can intend to kill, take advantage of the bonus, but not 'really' break the Law another time.  Then it's a mad scramble to engineer situations to prevent that.  Our table is currently pretty reasonable but I suppose I've learned a few knee-jerk habits.

I'm not sure what the problem here is, honestly. Sure, they'll use the bonus and get a +1 to hit nonhuman foes pretty regularly...but they spent a Refresh, getting an actual bonus out of it seems totally legit to me.

If it works out in play, I will take it on.  I just don't want to reward bad behavior ;)

This version has the nice bonus of making people who've taken Lawbreaker significantly more inclined to murdering their enemies of all sorts, since they're better at it. That's pretty accurate to Harry Dresden's characterization, and seems very appropriate to me thematically. In many ways, they're being less rewarded and more incentivized to continue with the murder.

2
DFRPG / Re: Rewriting Lawbreaker Powers
« on: March 13, 2019, 11:36:43 AM »
Really, the 'human only' catch and linking it to the act that breaks the law, are the prime ways Lawbreaker is limited.  Removing those limitations in a game that has combat with non-humans as a core part of play is problematic.  I do still feel that the Lawbreaker powers give a nice, situational bonus, representing the temptation of power, with an RP penalty which can be handled by negotiation with your GM.  Tacking on too much more makes it far too overpowered for a one refresh power.  It's almost the power equivalent of a stunt.

Uh...Lawbreaker is pretty weak without broadening. Like, probably the single weakest power in the game. +1 or +2 Control when breaking the Law is a nice bonus when it applies, but even with the way I widen it it's not nearly as wide as you're implying.

I mean, let's take the First Law, since that's probably the most generally applicable. Sure, my version is +1 Control on all Elements...but it's also only on attacks, not maneuvers or blocks of any sort, and only when you're trying to kill. That's not broader than +1 Control to one element. It's not even broader, in practice, than +1 Offensive Control with one element. Both of which are only 1/2 a Refresh rather than the full -1 Refresh Lawbreaker grants. It does stack, of course, but still, there's a reason I threw in the predictive bonus.

And that's my broadened version. The version that gives +1 control only to kill humans specifically? Absurdly and unconscionably weak for a full Refresh. Heck, that's weak for a Stunt, never mind a Power. A Stunt to give +1 to hit humans with an attack skill is plausible...but add the killing restriction and that's weaker even than most other Stunts. And Powers are rather intentionally more impressive than Stunts.

3
DFRPG / Re: Rewriting Lawbreaker Powers
« on: March 13, 2019, 03:08:30 AM »
I apply Lawbreaker to two things it does not officially apply to:

#1: Things that should break the law, but don't due to a technicality (ie: killing nonhuman foes, reading someone's mind consensually, raising animal zombies, etc.) receive the same bonus as actually breaking the Law. This is slightly less broad than allowing Lawbreaker (First) on all violent magic (since it only allows it on killing specifically), but I've found it perfectly reasonable.

#2: Predicting or analyzing the behavior of others with the same Lawbreaker stunt (or other appropriate people at GM discretion). Molly demonstrated this in Turn Coat, and it's potentially a very useful little bonus.

These seem like a good way to handle it to me, and useful without being overpowered. And, frankly, I'm not sure 'everyone wanting it' on a mechanical level is a bad thing. There should be some temptation to falling to the dark side, after all...

4
DFRPG / Re: [DFA] stating black court and Fomor
« on: February 26, 2019, 05:06:25 AM »
Honestly, while in DFRPG I'd certainly grant Fomor slightly different powers than a Wizard, for DFA, the Magical Practitioner Mantle seems almost entirely appropriate and sufficient. You'd need to ditch the 'Member Of the White Council' stuff for other Stunts, but that's really the only change needed. There are some indications they can have superhuman physical abilities, so maybe add those in instead of the White Council stuff (the ones under Fae seem reasonable, for example). You might also switch Soulgaze for Loremaster, given the specific proclivities of the Fomor.

For The Black Court, you've got some more difficulties, but probably want to start with the Red Court, replace the Flesh Mask and Saliva stuff with something to reflect their mind control powers and turning into mist, and go from there.

5
DFRPG / Re: Ideas for stunts for Emissary of lady liberty
« on: January 31, 2019, 08:51:36 PM »
Righteousness and Guide My Hand and/or Sponsored Magic (plus Marked By Power for being an Emissary) seem to cover most of what this particular Mantle gives in the post above.

More general conversion guidelines don't really exist. You just need to look at what it does and find the nearest equivalents.

6
DFRPG / Re: White Court virgin
« on: January 07, 2019, 01:10:47 AM »
Probably yes, but I suspect that if they become either fully White Court or Red Court the nascent possibility of the other is extinguished.

7
I'm glad you liked them Sanctaphrax. :) There are definitely more to come (as well as an adjustment for Harry sometime soonish).

I don't know if we've seen enough of Molly as Winter Lady to stat her up. I mean, I can obviously just add a bunch of powers (and as few skills) on top of the version of Molly from Ghost Story...but I'm not even sure what powers, honestly (is she full Winter Lady level physically? I'm actually not sure).

As for Sir Stu's 'memory bullets' if I recall correctly that's just how he shoots his gun at all, and indeed how most Ghosts attack things (it's how Harry cast spells as a Ghost). It seems more of a world rule regarding ghosts (ie: how all their attacks are explained) than a power per se. If I'm not recalling that correctly it's because it's been years since I read Ghost Story. I really need to re-read the whole series one of these days.

And it's good to be back.

8
DFRPG / Re: consequences
« on: January 06, 2019, 05:46:32 AM »
All Consequences come from the same pool unless stated otherwise (like the bonus one from getting Superb in a skill). The basic idea is that, narratively they represent how much bad stuff in aggregate the character can endure, while mechanically, being harmed in one sphere needs to have impact on other or a lot of the stuff going on becomes meaningless to many characters, so it makes sense narratively and is mechanically necessary.

Additionally, from a realism perspective, having a sprained ankle makes social interaction slightly more difficult (since you're hurting and irritable, or high on pain meds, take your pick), and people who are terribly embarrassed tend to be not at their best in a fight. Which makes it make a decent amount of sense.

9
Aspects:
High Concept: Leader Among Servitors Of The Fomor
Trouble: Unquestioning Loyalty
Other:
That Innsmouth Look
Built For Violence
Not That Human Anymore

Skills:

Superb: Fists
Great: Conviction, Guns, Intimidation,
Good: Alertness, Endurance, Presence,
Fair: Athletics, Lore, Might,
Average: Burglary, Empathy, Stealth,

Stunts:

Armed Arts (Weird Fomor Weapons) (Fists)
Footwork (Fists)

Powers:

Aquatic [-1]
Strange Sense: Sonar [-1]
Inhuman Strength [-2]

-4 to -6 additional Refresh in Creature Features, Recovery, Toughness, Speed, and Strength powers

Total: -10 to -12 Refresh

Stress:

Mental: OOOO
Physical: OOOO
Social: OOOO
Armor: By worn items or powers.

Good Initiative (Epic with Inhuman Speed, if they have it), Superb defense. Superb attacks in melee at Weapon: 2 to Weapon: 5, Great attacks with guns at Weapon: 2 to Weapon: 3.

And here's a leader among Fomor goons ala 'Nobody' (who I would have as basically this with Supernatural Strength and Inhuman Speed as his additional powers). They're about the same power level as an actual Fomor and pretty dangerous. It's worth noting that they can usually use Conviction to resist all social and mental attacks PCs will attempt on them, simply because of how Conviction works and their loyalty to the Fomor.

10
Aspects:
High Concept: Servitor Of The Fomor
Trouble: Unquestioning Loyalty
Other:
That Innsmouth Look

Skills:

Great: Fists, Guns,
Good: Alertness, Endurance,
Fair: Athletics, Conviction, Intimidation,
Average: Burglary, Lore, Might, Presence, Stealth,

Stunts:

Armed Arts (Weird Fomor Weapons) (Fists)
Footwork (Fists)

Powers:

Aquatic [-1]
Strange Sense: Sonar [-1]
Inhuman Strength [-2]

Up to -4 Refresh in Creature Features, Recovery, Toughness, and additional Strength powers.

Total: -6 to -10 Refresh

Stress:

Mental: OOO
Physical: OOOO
Social: OOO
Armor: By worn items or powers.

Good Initiative (Epic with Inhuman Speed, if they have it), Great attacks at Weapon: 2 to Weapon: 5 (depending on weapon) and Great defense.

And here are generic Fomor Servitors. Like I mentioned above, the basic idea was dropping their skills (they are now Waist Deep characters, potentially even playable ones in theory), while adding Inhuman Strength to compensate.

11
Aspects:
High Concept: Fomor Sorcerer
Trouble: Mortals Are Beneath Me
Other:
Amphibious And Frogfaced
Shaper Of Flesh

Skills:

Superb: Lore
Great: Conviction, Discipline, Intimidation,
Good: Endurance, Presence, Weapons,
Fair: Alertness, Athletics, Fists
Average: Contacts, Deceit, Scholarship,

Powers:

Aquatic [-1]
Fomor Magic [-5]
Inhuman Strength [-2]
Inhuman Mental Toughness [-2]
Refinement [-1]
The Sight [-1]
Wizard's Constitution [-0]

Total: -12 Refresh

Focus Items:

Gnarled Staff (+3 Offensive Control with Fomor Magic)

Enchanted Items:

Enchanted Robe (6 Shift Block or Armor 3, 3/Session) (3 Item Slots)
3 Potion Slots

Stress:

Mental: OOOO(OO)
Physical: OOOO
Social: OOOO
Armor: 1 vs. mental stuff, or by spell item or effect.

Fair Initiative, Good attacks at Weapon: 4 with staff, Fair attacks at Weapon: 2 unarmed, Fair to Good defenses, 7 shift Evocation offensively (4 without staff), 6 shift defensive item.

So, first up here's a Generic Fomor. They're built at Submerged and designed to be scary for people at less than that power level (particularly those with a skill cap of Great or so), and a decent but not really optimized threat. Their weird devices are assumed to be Potions (which, conveniently, means they can hand them off to minions). You can easily power them up if you want just by adding a level of Refinement or two (they can get up to 9 shift offensive Evocation and 10 shift defensive item that way)...but that's more extreme than generic characters should usually be.

Fomor Servitors up...probably later today, and other stuff to follow. I'll add stuff to the index in the first post in a while.

12
Cool. I'll do that in the next few days, then. I revised pretty much all the 'generic' mortals and a cross section of supernaturals that seemed sure to come up (I haven't done any Fae yet, and didn't do the Red Court because my game is post-Changes). They're basically all statted, I just need to format them.

Mostly it's pretty minor stuff like making them follow appropriate skill pyramids (which I know isn't strictly needed for NPCs, but my OCD compels me), though I did also adjust Fomor Servitors a fair bit (Superb seemed too high a skill cap for random mooks...I dropped them to Great and gave them Inhuman Strength to compensate, which seemed more accurate to me), and gave White Court and Black Court vampires a slight power up (Deceit at Great for the White Court and Fists at Great for the Black).

13
I'll definitely be doing both of those when I do Skin Game updates on Harry and company. When that will be is perhaps a bit more nebulous, as I still need to re-read the book (and am inclined to re-read more than just the one...I may even re-read the whole series), but it'll happen at some point in the next while.

I should also note that, upon reflection, I'm inclined to agree with the Paranet Papers version of Harry Dresden to the extent that I now really do think Harry should have higher Presence than I've given him by even Small Favor, and higher Contacts by the point he's at now. I'll thus be adjusting my build of him (and progression breakdown) slightly at some point (quite probably along with Murphy and Thomas)...but that definitely needs to wait until I've re-read some books as well.

And I agree entirely with the 'Happy Holidays' message. Happy Holidays to everyone. :)

14
Looking over the Paranet Papers more, plus reviewing my own builds, has resulted in me rewriting John Marcone quite a bit and Lara Raith slightly.

So that's a thing. Feel free to check them out.

15
Hey, long time no see.

Yeah, it's been a while. Helping my players make characters has really been getting me back in the mood for this game specifically, though.

Any plans to make some post-Skin-Game character sheets?

It's entirely possible. I don't think most people's stats changed too much in there, but there are exceptions (Butters leaps immediately to mind), and little adjustments can matter, plus I could stat up Goodman Grey (not that he's that hard to do). I'd need to re-read the book to do them accurately, but that's no bad idea given that I'm starting a DFRPG game.

I may do some generic sheets as well, the Fomor and their minions didn't look quite right in terms of skills (and will feature heavily in my upcoming game), so I revised them, which is sort of inspiring me to do more stat revisions (or, in many cases more like clarifications) for generic foes like random Ghoul thugs or White Court Vampires and the like. I mean, this thread already has one generic stat block, I could throw in a handful more, and I don't imagine it would be more than a handful or two...

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