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Messages - Necronomitron

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DFRPG / Re: Case Files at cons
« on: November 20, 2011, 12:13:55 PM »
How did I not know about this con.  I only live an hour away (Elkhart, IN).  Gotta make this happen.

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DFRPG / Re: Help with an NPC
« on: November 20, 2011, 12:07:26 PM »
Sounds like spawn of tax collectors to me.
No kidding.  I'd have the way to Rumpelstilzkin's domain open up in the IRS building.

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DFRPG / Re: Item of Power conferring precog power
« on: November 06, 2011, 12:14:25 PM »
I appreciate all the help so far!  We aren't married to the -0 Refresh on the Item, btw.  I just came to that number by referencing Cassandra's Tears, seeing that it conferred a similar bonus and having it's own drawback.  It seemed similar enough in function that I made the assumption that a similar refresh cost was justified.

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DFRPG / Item of Power conferring precog power
« on: November 05, 2011, 04:14:39 PM »
I have a player who has chosen the Emissary of Power template.  The power being the Roman Emperor Aurelian who had ended the Crisis of the Third Century and was posthumously deified by the Imperial Cult.  He's a student of the Roman Empire, so I've deferred to his knowledge and done some additional research in hopes of getting a clearer picture of the man so that I get an idea of his agendas as a god.

The PC's trouble aspect is a reflection of one of Aurelian's (justified) flaws, paranoia.  Evidently those conspiracies to assassinate him were true after all.  To that end my player wants the item to be a kind of early warning system for danger, but he doesn't want it to be reliable.  Basically, he wants the Item to be just as paranoid as Aurelian was, jumping at shadows and sensing danger even when there isn't any.  I'm not certain how I should model this in game mechanics.  My first thought is to make the power 0 refresh and allow the PC to make predictions according to the prediction rules on page 324YS, but secretly only giving the prediction a certain percentage chance of being true.  Then revealing the truth of whether or not the prediction was real the first time the prediction aspect is invoked or compelled.

While I think it's a workable solution it just doesn't strike me as very Dresdeny.  Any thoughts on fixing my idea or any flat out better ideas?

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DFRPG / Re: GM, NPCs, and Fate Points
« on: October 24, 2011, 10:37:33 PM »
So I guess a follow up question I have is do NPCs have a refresh rate in the same sense that PCs do?  Is the refresh rate that is mentioned at the bottom of every NPC write up just a gauge of their power, or is that subtracted from the base refresh that the campaign is set at?

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DFRPG / Re: GM, NPCs, and Fate Points
« on: October 24, 2011, 02:44:38 AM »
You're the Treasury Department.  You have a license to print money but try not to abuse it.  For compels, treat your FP pool as infinite.  For significant NPCs, I like to give them a number somewhere above how many available refresh they would have as a player, minimum 2.  Insignificant NPCs I don't bother to give FP to.

Compels I sort of break down into either "this should always be compelled when relevant" and "this could be interesting if it were compelled".  The former I compel as GM and the latter someone, PC or NPC, has to pay for.

Thanks for the advice.  What do you do if something falls in the latter category but you don't have an NPC present to do the compelling?

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DFRPG / Re: A necromancy question
« on: October 24, 2011, 02:42:30 AM »
This isn't Morrowind, where everyone, everywhere, has a psychic link to a Law Enforcement Central Hub, and where, not only will all law enforcement recognize any reported criminal on sight, regardless of where/when the crime was committed, but receive that report regardless even of whether you left any survivors to file it.
The Wardens do not see all, and the Wardens do not know all.

tl;dr version:
Unless there's a reason for the Wardens to find out about the Lawbreaking, you shouldn't sick them on the player.

I was under the impression that they received the stunt and an aspect to that effect regardless of whether or not the Wardens know about it.  Or was that not the part of the response in dispute?

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DFRPG / Re: A necromancy question
« on: October 24, 2011, 02:40:22 AM »
Thanks for the info.  I'm also curious how to handle this specific type of undead since it's not really Dresden canon (at least at the time the RPG was printed).  Bringing someone who was actually, honestly dead back to true and honest Life doesn't happen in the books.  But like I said earlier, I'm the only one familiar with the source material at our table and I'm totally in favor of cutting some corners on setting in order to bring a more fulfilling game to players that are complete Dresden virgins.

Right now I'm inclined to treat her as a construct made of flesh, give her Human Guise, perhaps some Incite Emotion so that she gives people the creeps (she IS soulless), and maybe give her a lessened version of a ghoul's need to feed on meat (just for fun).

As far as it resolving his Trouble, if he actually brings her back to life (and it sounds like he thinks the motivation to bring her back should be more important than whether or not it's possible) it's going to be that character's endgame.  We're talking campaign climax plot resolution stuff.

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DFRPG / A necromancy question
« on: October 24, 2011, 01:47:33 AM »
So I have a player who is playing a sorcerer.  The idea is that he's a voodoo practitioner who's wife was murdered by a loup garou.  He tried bringing her back to life but she came back "revenant", complete with his wife's memories, but lacking any form of soul.  His goal is to reinstate her soul.

None of my players have read any of the novels, and I don't believe there's anything in DF lore that really explores this idea (although I have a shoddy memory for things like this and I haven't read Ghost Story yet), and think that it's kind of contradictory to it even.  But this player has already accommodated me once by changing his backstory from something that hit a little too close to home for me (his PC losing his daughter), so I'm committed to make this idea work.  Does anyone have any advice on how to handle this mechanically?

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DFRPG / GM, NPCs, and Fate Points
« on: October 24, 2011, 01:32:14 AM »
I haven't come across any mention in the rules, but I have a question concerning the GM's use of Fate Points.  I understand that the more characterful way of running NPCs is to give them each their own refresh of FP according to some suggested guidelines.  But do the rules state explicitly what a GM might do for a pool of meta points (for lack of a better term)?  Say there are no NPCs in a given scene and I, in my role as GM, want to try and compel a PC.  Is the Fate Point economy finite, or do I have the ability to introduce new FP into that economy as I feel necessary?  If there is an NPC present that has FP, but hasn't assessed a PCs aspects, is my ability to compel a PC hamstrung due to how the aspect mechanics work?

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