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Messages - TheBiggs

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DFRPG / Re: Taking consequence for mundane actions.
« on: December 28, 2011, 05:24:53 PM »
Using Inhuman or Supernatural Recovery to get a nearly-unlimited supply of free boosts to their rolls by taking consequences and healing from them right away.
It's kind of what already happens with any magic users with Recovery powers. Not saying it isn't a problem, of course.

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DFRPG / Re: Rote Spells
« on: December 10, 2011, 07:52:39 AM »
Maybe, but we're talking about an Evocation Rote here.
It's not gonna have tons of shifts, nor will it be an actual thaumaturgic transformation.

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DFRPG / Re: Rote Spells
« on: December 10, 2011, 06:46:57 AM »
There's just one big problem with that proposition.
It's magic. Underwater.

A pretty decent way to kill yourself.

Also, a friend of mine had a rote that was some sort of "air tentacle" that could transport sound back to him. He could extend it a couple hundred meters, or all throughout a building, and listen in to stuff without being seen.

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DFRPG / Re: Mundain Armor and when to apply it.
« on: November 08, 2011, 06:59:19 PM »
Honestly, if I got a fate every single time I was attacked just to nullify my armor, I'd be more than happy to take it.

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DFRPG / Re: using literary devices in the game
« on: November 08, 2011, 11:38:10 AM »
Sounds like it would be a bit of a headache. The good kind of headache though  ;D
The future characters would probably create aspects on the world that you could use to compel the past characters and steer them towards that future.
And if despite the compels they manage to change the future, well... It could be interesting anyway, so run with it :)

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DFRPG / Re: A few questions on thresholds and Incite Emotion for blocks
« on: November 08, 2011, 10:40:20 AM »
1. Ask you GM ? Otherwise, a good guideline would be "stuff that's part human can enter, the rest stays at the door".
2. They can cross the bridge with no problem. Actually jumping over a river might be a problem for a few of them, but for most of them it's no issue, only a temporary weakening.
3. Well, thresholds are something that form around a home where people live. That's why those people can lower that protection and invite you in. Holy ground is something that just is, formed by the faith of thousands of people. I don't think inviting you in would work.
4. Use the grapple rules.

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DFRPG / Re: Catches that repel but do not harm?
« on: November 08, 2011, 10:35:29 AM »
Well, maybe they do take stress, and the consequences are then compelled to make it disappear. The more severe the consequence, the more time it takes for them to reappear.
It's just that within the scope of the conflict, even if you take them out with salt, they won't have been killed.

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DFRPG / Re: Evocation vs Mental/Social Track
« on: October 28, 2011, 12:28:42 AM »
Agree with most of the above posters. Mental stress is a-ok, but you're breaking the Laws. Social stress is a big no.

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DFRPG / Re: Intimidation aoe
« on: October 28, 2011, 12:24:56 AM »
-2 for zone effects seems to be how it generally works, yeah. But zone effects have the disadvantage of menacing both allies and enemies - including yourself if you're in the affected zone. If you wanted to get rid of that, I'd probably ask for -3, maybe -4.

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DFRPG / Re: Orbius just gave me an idea!
« on: October 23, 2011, 05:47:29 AM »
Couldn't you try it with a maneuver as well ? Gust of wind aspect, invoke for effect to push ?

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DFRPG / Re: Demonic Copilot seems a bit roll heavy
« on: October 23, 2011, 05:40:26 AM »
Honestly, I wouldn't be surprised if a few of the agents had in fact been taken out. It's just that in this particular case, taken out simply means the demon copilot takes over, and you don't have a say in your actions anymore. Welcome to monsterland.

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DFRPG / Re: Mental and Social Armour
« on: October 23, 2011, 05:29:52 AM »
Well, physical armor is rarely going to go above Armor 1 or 2 unless you go into supernatural powers anyway. Chainmail would probably be armor 1, bulleproof vest would be armor 1 or 2 depending on how reinforced it is. It's not that huge of a difference.

As for getting armor against mental or social stress, yes, you could most definitely get it with a stunt. The guidelines for stunts indicate that one stunt could get you a permanent armor : 1 against one of those.

As for supernatural effects, I would be very, very, VERY careful about letting someone shield himself from social stress with those. This just shouldn't happen, even with the supernatural heavyweights - unless of course, the creature is completely mindless and can't be reached with words. Mental stress though ? Go nuts. A spirit spell or enchanted item could probably do it, and - while it is homebrew - I'd probably allow mental toughness powers as well.

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