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Messages - Rubycon

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1
DFRPG / Re: The Lady of the Lake
« on: December 14, 2011, 09:48:44 AM »
She should be a fairy, so you should think about her affiliation, Summer or Winter or even some other Court. She could easily be the Queen of Spring or something like this...

2
DFRPG / Re: Harry suppresses his hex
« on: November 05, 2011, 03:24:05 PM »
In "Death Masks" Harry states: "I'd worked ot a spell to supress the magic i carried with me, at least temporarely (...)"
So I would assume there is a way to suppress this thing. This would make wizards far less vulnerable to hexing (one of their main weaknesses). Additionally, this would be far more important for medevial wizards than for modern wizards.
That being said, I just like the idea that the wizard can aktivly suppress his own magic. Like some of you said, he couldn't cast other spells and maybe would be untracable for "magic hunters".
I personally would consider it as spirit magic with a number of shifts as the wizards conviction plus additional shifts for duration. That is a high price, making it difficult to cast and to maintain - as in the book.

3
DFRPG / Re: has anyone tried an incremental advancement houserule?
« on: November 05, 2011, 03:14:26 PM »
In this system, you would get something like 3 to 5 points per session. That way, paying 5 points to change your skills is a fair price...

4
DFRPG / Re: has anyone tried an incremental advancement houserule?
« on: November 04, 2011, 10:50:26 AM »
There is a german FATE-based fantasy game where they use experience points instead of milestones. Basically, you can buy yourself the effects of the different milestones for your points, 5 points for a minor milestone, 20 for a moderate milestone and 50 points for a major milestone (hope a have the numbers right). That gives the players more flexibility and has more or less the same effect than the "pure" milestone-thing.
I'm thinking about integrating this system into my game...

5
DFRPG / Harry suppresses his hex
« on: November 04, 2011, 10:45:59 AM »
Hi,
I have just began to read DEATH MASKS where Harry at the beginning is suppressing his technology hex. So we all know it is possible to do it, although it is describesd as difficult and straining.
But, coming to rules, how can a wizard do it? And if he does it, could it be less straining with thaumaturgy?

6
DFRPG / Re: Knowing about Catches
« on: October 17, 2011, 11:59:32 AM »
Yes, some catches are a bit obvious. I try to solve this with a PPF (Perfect Poker-Face  ;)) when my players start a discussion about the weaknesses of an enemy. YOu would be surprised how often this leads to skipping the right idea... ;D
Apart from that, I let the characters roll for Lore or encourage them to try out their ideas. DFRPG is not that deadly, so a wrong idea leads to great and entertaining scenes ffar more often than character death.

7
DFRPG / Re: Some Advice for a GM?
« on: October 17, 2011, 11:54:19 AM »
I have put all the aspects of my players on one sheet (I have three players, so it works on one sheet). Additionally, I have a seperate list with potential scenes where I can compel the aspects of the characters...

8
DFRPG / Re: Slow fall spell
« on: October 13, 2011, 12:31:16 PM »
Yeah, that's definitly right.  ;D
And 5 shifts sound reasonable for me...

9
DFRPG / Re: Slow fall spell
« on: October 12, 2011, 06:11:04 AM »
Thanks for the link, I didn't see this text before...
However, I had something different in mind. Not a spell which can be evoced when you fall, but when you deliberatly jump from a height (house, cliff). Obviously, the feather fall spell would work in this case, too. But I would think that there are other and more "cool" solutions for this. I imagined a wizard who is just floating to the ground slow enough to land without harm.
The duration of such a spell matters indeed, as Michael pointed out. I just didn't got the "sticky aspect" thing. How can I do this whith a spell?

10
DFRPG / Re: Custom Fate Cards
« on: October 12, 2011, 06:04:55 AM »
Looks great! :D I would appreciate a pdf, too!!!

11
DFRPG / Slow fall spell
« on: October 11, 2011, 08:05:05 AM »
Hi,
it is often described that it is very difficult to fly with magic. But how about a spell to slowly float to the ground instead of crashing into the turf. It would be a air spell (obviously), but how would you build such a spell?

12
DFRPG / Re: Using Visual Aids
« on: September 30, 2011, 10:53:02 AM »
I have found some internet picture of the more important parts of my city which I can show my players. Also handy is a tourist guide...

13
DFRPG / Re: Technomancy
« on: September 13, 2011, 06:06:55 AM »
When we see at the evolution of wizards, they already changed when you look at their hexing. While medevial wizard hexed crops and fields modern wizard hex technology. From what we know (and what was discussed in the threads showed by sanctaphrax) it is a siede effect of their "faith" in magic. So, evolution spinned forward, at some point in time wizards will not hex technology but something entirely different.
So a character could be the first of this kind of "New Wizard". I personally had the concept of a scientist being sponsored by an outsider becoming a technomancer. As this scientist has no clue of outsiders, magic or anything else related to this, he just grabbed the oppurtunity and now pay the consequences. I'm planning to use him as a major npc in a later part of my campaign (just started).

14
DFRPG / Re: Evocation vs Channeling and Thaumaturgy vs Ritual
« on: September 12, 2011, 01:48:09 PM »
I would agree that Channeling is less affected by its restrictions because creativity can make up a lot for the loss of most elements. Further, many spells work more or less the same for each element, at least rulewise.
On the other hand, thaumaturgy is much more powerful, so I see the point in restricting it more than evocation.

15
DFRPG / Re: Using Diaspora's social combat rules
« on: September 12, 2011, 06:22:40 AM »
point given...
It's just that I haven't seen someone who has no great social skills himself wanting to play a social character for years... In my groups, there are some very good plyers for social interaction and the way they play is like an example for the rest for the group. Nobody who can't keep up with this want's even to try...

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