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Messages - chelatek

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DFRPG / Re: Mortal resistances to stuns
« on: June 01, 2014, 04:41:00 AM »
Taser was what I had in mind, but it's a moot point because someone just shot that NPC in the head so now all we have to deal with is a Black Court vampire and an elite squad of hunters who are after shapeshifters and are armored enough that taser won't work on them.  Yay!

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DFRPG / Re: Mortal resistances to stuns
« on: June 01, 2014, 12:39:51 AM »
Sorry, I'll try to clarify; this turned into two questions

1) In a general sense, in people's opinion, what would be needed for a normal, moral person not using any enchanted items, to avoid being stunned by say, a direct taser hit.  This is more "what do you think," not what does the game say about that specific circumstance

2) I'm a little skeptical about the description of that NPC as a mortal, so I'm trying to understand what the NPC would need to be mortal, but ignore that hit.

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DFRPG / Mortal resistances to stuns
« on: May 31, 2014, 08:39:07 PM »
Hey all,

First off apologies if I get something wrong with regards to how the game is played; please call me out on it if I'm doing something wrong.

Anyway, in my game we're facing an incredibly well-trained mortal who is extremely strong, fast, cannot be distracted at all (I used an Incite Mental to distracted him and it did nothing), everything that would make him a nightmare for us as Feet in the Water.

Is there any way, either Aspect, Stunts, or Skill levels that would make him able to shrug off a police-grade stun gun?  As in if it hits him directly and discharges, is there any way he wouldn't gain a Stunned Aspect or something that would put him down for even a short period of time? 


edit:  For reference, the only way we know he's mortal is that a Warden said "he's not using magic, can't help you," but it seems odd that I can +7 a hit with a Weapon: 3, on an unarmed arm joint, and he doesn't even take a stress.

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Thanks for this, but could you please save it as an XLS format? I know OO can do it because I do have OO, but I know a lot of people don't.

Asking people to install a special piece of software is a bit much. Blame MS for not supporting the format.

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DFRPG / Re: Victorian Age Campaign
« on: October 03, 2011, 02:48:06 PM »
You might want to use the old form of Hexing (milk spoils, etc) if you're setting the game in the past.

Richard

In Victorian Times, it'd be flame sputtering.  Spoiling food was for around the Dark Ages, I think.

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DFRPG / Re: How to give a wizard some amenites.
« on: September 30, 2011, 07:37:08 PM »
I think I'd pass on making tattoo focus items.  Remember what happened to Harry's shield bracelet when he overtaxed it and consider that happening to something under your skin.

In one of the other games I play, with a tatto'd magic user, that actually happens. He has protective tattos and if he gets hit hard enough, they overload and burn him and burn their outline in his clothes.  In a giant battle he actually had his shirt reduced to ashes because he was hit so often.  I think it's both a great side-effect of such a powerful always-on ward and a really cool image.

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DFRPG / Re: How to give a wizard some amenites.
« on: September 30, 2011, 06:52:01 PM »
Hmm, This brings to mind a thought: The idea of Tatoos as either Focus or Enchanted Items. How would you consider the process of making these, narratively? Would the wizard in question focus their will on the tattoo (repeatedly, for weeks) once it's done, or on the ink beforehand?  And then there's Tattoo potions. Faster to make, but does the tattoo disappear when used? And what does a Tattoo EI look like when used? The ideas just flow....

See: Susan's tattoos. It also stands to reason that since you can inscribe quick wards with something like ink or paint, that you could scribble one on your arm and get such an effect. As far as I can remember, the physical inscription doesn't disappear when the energy is used (thinking of the "random scrawlings" in GS that lit up but I don't remember a mention of them vanishing).

When I play other games and make magic users, they usually invoke magical tattoos, which is a relatively common idea.  I would venture that if I ever made a magic-oriented DFRPG char, he would be a magic tattoo scribe and would be able to whip out an enchanted pen and throw down forumlae/symbols instead of casting direct spells.

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DFRPG / Re: How to give a wizard some amenites.
« on: September 30, 2011, 06:50:16 PM »
Harry notes a few times that it's very easy to make money as a wizard, and that he chose exactly how he lives.  That has to mean that there's a way for wizards to live in modern luxury.  As someone pointed out, at the very least it's easy to heat water without technology or even magic. 

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DFRPG / Re: Using Visual Aids
« on: September 30, 2011, 03:39:41 PM »
In the other RPGs I play, we use a fair bit of visual aids.  Not only the DM, but also the players to show who they are, what they're carrying, etc.

Maps are REALLY, REALLY useful.  Like mind-blowingly helpful, especially if the game is trying to keep track of multiple people/enemies. 

My recommendation is to get a big grid of paper (big boxes of grid if possible), then everyone bring a small item to represent their player, and get a ton of legos so you can build out areas if the need arises.  When people are throwing around fireballs, it's nice to know at-a-glance if they're going to hit a friendly or possibly wing a wall.

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DFRPG / Re: Hope in a Bottle?
« on: September 30, 2011, 03:35:03 PM »
To stop a White Court from seducing you? Baseball and cold showers in a sports bottle.

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Somebody suddenly started cutting a lot of onions near me towards the end of the book.

And then the final final part, it's like..well, I kind of knew it'd have to happen, but the two doing it did surprise me a little.

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DFRPG / Re: Help with character ideas...
« on: September 30, 2011, 02:52:13 PM »
You seem to have a real aversion to simple concepts...

The antimagic guy will also require a custom power.

PS: I'm really not sure about the balance of Strategist Of The Gods.

Simple is boring.  My DM gave me a go-ahead on at least the anti-magic part so that's settled, it's the other things about him. 

I don't want to post the wall-of-text I mortared together last night (yet), but he's going to be a technical and mechanical genius, who can put together any mechanical device and understand any electrical system.  He was working on secret government projects, including developing shielding against a "new kind of radiation" they had been detecting around certain humans (no words about magic or anything like that).  He gets thrown out and loses his security after protesting the experiments on humans and is pretty sure he is under near-constant surveillance at his new work-at-home Navy consulting job.  He has a few devices that charge from his body heat, but are ultra sensitive so that if they leave his immediate proximity while holding a charge, they will probably break just from background magic.  His aura will extend about 3 feet away from him, but with progress and training, he can pull it onto himself as a thin layer or project it outwards to a very large radius.

The thing that my DM liked, as I said, is that it also will be something the group has to overcome.  He can't be affected by healing magic and his reaction to portals and the Nevernever is anyone's guess.  Violent magic thrown at him will have to go through the field, and while small spells may dissipate, large ones can still get through and hurt him anyway.

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DFRPG / Re: Help with character ideas...
« on: September 29, 2011, 09:00:06 PM »
Kind of makes it explicitly forbidden by the RAW but, then again, when have gamers ever let that stop them?

About point one, you're thinking essentially trading refresh for stat points?  I don't care for it.  Feels overpowered but I'm too short on sleep today to do comparative math vs other powers.

Also, I'd be real careful about feeding off of faith that's spoken for by a deity.  It occurs to me that they might get a bit cranky about that, which could very well explain the court's rarity.

Maybe "feeding" is wrong, then.  Possibly gaining strength from it?  They don't have to be a vampire but I thought it would be an interesting angle.  Maybe it can just be empowered by the feelings by acting as a conductor, so that it doesn't really intercept a feeling, but rather is pulled along in the slipstream.

The only power that I would really want is the ability to boots the abilities of the bodyguards; that's really the mechanics I would think would be behind this kind of char.



And regarding the above chars, I think I'm going to go with the anti-magic guy, as a technology genius.  He will have little physical strength but will be a weapons developer for an undisclosed military contractor and will have a few very high tech weapons that themselves have limited magic shielding.  Remember how
(click to show/hide)
.  He still doesn't know much of magic but knows that its a force and how to shield technology from it.  His carried devices will work when they are on his person, but if they are anything but right on him, they stop working and have a chance to just fizzle out and break in the presence of even a small amount of magic.

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DFRPG / Re: Help with character ideas...
« on: September 29, 2011, 05:39:50 PM »
I had another idea but I don't know of its quality.

We all know White Court vampires feed off of emotions like terror and sex.  I want another court, let's say Purple Court, that feeds off of feelings of faith and loyalty.  They would be a much less organized court, maybe not even really knowing of the existence of others.  They would be the most human-like of all the courts, except for their two big traits

1)  They have no innate strength or knowledge, but they are basically very fast learners.. They improve faster than humans, so for instance, any given Purple Court vampire who does not work out may not be stronger than any given human who also does not work out, when they do, they improve very fast; thus a vampire who does work out a lot would be very strong.  Same goes for things like practicing firearms, studying a subject, etc.

2) They feed off of the faith and loyalty of humans.  They are almost always in the positions of religious and military leaders.  While they passively feed off of the feelings of those they inspire, they can also take those feelings and magnify them in humans, doing this like whipping them up into a rage, or religious fanaticism (not in a negative way, just a YES, GOD IS SO AWESOME WOO kind of way)

My character would be a military-type leader with a cadre of 3 or 4 humans who are utterly devoted to him.  They are ex-Special Forces-type characters who are each proficient in firearms and melee combat themselves, but the real power is that the vampire can use his only power to turn them into raging, frothing warriors who gain strength and agility and ignore pain in order to protect the vampire.  At the same time, he inspires loyalty by fighting right alongside them and protecting them as he can.

/edit: To drag in as comparison another huge geekery of mine, think of the not-murdering-asshat Commissars in Warhammer 40k; part of their job is to inspire the troops to great heights of bravery and inspire righteous rage in the troops.   My guy would be very much like that, but also with a slight psychic component.

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DFRPG / Re: Help with character ideas...
« on: September 18, 2011, 09:01:32 AM »
Had a chance to speak with my GM today, she loves both ideas.  She REALLY liked the first once since it would be a flaw people would also have to work around, and said that I should really go for a technomancer kind of deal, someone gifted to just be able to pick up and repair anything mechanical or computer-based. 

She liked the second one as well, so we will really see which the group will want to do.

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