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Messages - Harboe

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1
DFRPG / Re: item of power is this possible?
« on: August 31, 2013, 12:24:32 PM »
There's a 2-point discount for IoPs like bows. -1 refresh total seems fine, whether you price "Deal mental rather than physical stress" as -1 or -2.

There's also the option that if you want the option to deal both types of stress that the defender gets their pick of defensive skill (like the arrow covered in fear venom). "What's good for the goose" and all.

2
DFRPG / Re: Kemmlerian Necromancy, whats the agenda?
« on: June 05, 2012, 05:05:54 PM »
RE: Soulfire
I read the quote like this:
Quote
“Heavenfire?”
“Well…” Bob said, “yes. And no. Hellfire is something you use to destroy things. Soulfire is used the opposite way—to create stuff. Look, basically what you do is, you take a portion of your soul and you use it as a matrix for your magic.”
As in: Soulfire serves a similar, opposed function as Hellfire (which is the 'yes'-part), but unlike Hellfire it is power within you, used and controlled by you for your purposes.

And compels would be similar to Harry's exhaustion after unintentionally blasting those RCVs and Bob remarking how his soul was shredded because of it.

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DFRPG / Re: Planning vs. Winging It
« on: May 23, 2012, 07:25:55 AM »
I used to plan things in detail, but then I took...

I've found that having stuff happen and then weaving a narrative on.the-fly works best for me.

One of my first campaigns had 8 players (an average sesssion had 6 of them present) and ~80 unique NPCs (plus a bunch of generic ones) and it was a "powergrab/political intrigue" campaign, so the amount of player schemes that I had to account for on-the-fly made it so that several plot hooks and events were either forgotten, skipped over or unnecessary.

The record for player schemes taking up time was one character attacking another (for reasons no one but that player understood... I still don't get it) which ended up filling the next three sessions with the aftermath of that decision.

Hell, the first session had four of the players spend 2 hours in a philosophical discussion. It was grand!

So, I'm very much the "uh, got an idea. Better work it in pronto!" kind of GM, which (I've been told) makes for a very entertaining game. I also keep a list of Aspects and make sure to make those key parts in keeping the plot going (my players don't buy off compels... ever).

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DFRPG / Re: Posters: The how's and why's of our gaming.
« on: May 01, 2012, 04:42:06 PM »
1. How did you start gaming?
A few people I was playing badminton with invited me to try it.

2. What system did you start with?
Dungeons and Dragons Third Edition

3. What systems have you played?
Dungeons and Dragons Third Edition, Dungeons and Dragons Fourth Edition, FATE, Savage Worlds (orig., revised, explorer's, deluxe), World of Darkness (old and new), Exalted, SIFRPG, Shadowrun.

4. What system/s are your favorite?
In general, FATE has a lot of appeal.
Shadowrun is the sort of setting where the system fits the setting amazingly.
D&D3e has a special place for me, of course.

5. What caused you to try DFRPG?
I heard about it and bought them on a whim ::) Then, when I was moving (involving a lot of trips with the train), I bought some books to read, including Storm Front. Two months later, I'd read them all and looked over the roleplaying system from a new perspective. Then I tried getting a group started up and that brings us to the present.

6. What is your preference in gaming group size?
I've had groups between 2 and 8. Each type of group lends itself to particular types of games, so I fit the game style to the group size.

7. How open are you to gaming with people you don't know or hardly know?
Fairly open, though if a total stranger stopped me on the street and asked I'd be creeped out that he knew I was a roleplayer.

8. What is you best quality as a GM?
Willing to fit plotlines to whatever the players want.

9. What is your worst quality as a GM?
I'm **** at preparing for sessions.

10. Importance of game balance 1 - 10 (1 being lowest 10 besing highest)
5.
Game balance needs only be observed if the players care. Infinite loops or malicious reading of the rules are banned, but if you've found a superior strategy, then, by all means, use it.

11. Importance of setting/canon of universe 1 - 10 (1 being lowest 10 besing highest)
#.
Depends on what the group agrees on.

12. Custom setting or established setting?
Yes. ;)

13. During character creation are freedom of powers more important or the chracter concept and the powers and skills fitting that concept?
I expect the characters powers/skills to fit their concept. Whether powers inspire concept or concept inspire powers, I really don't care.

17. Roll play or roleplay?
Stormwinds Fallacy.

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DFRPG Resource Collection / Re: Custom Power List
« on: April 30, 2012, 07:31:57 PM »
Well, it's very hard to teleport for wizards. As far as Dresden knows.
I could see some "wanderer"-type Nevernever inhabitants with Teleportation and Worldwalker easily enough. There are enough stories about such types in literature and mythology that I wouldn't feel like I was "cheating" or anything. Besides, it encourages creative tactics in combat rather than slugging it out and that always makes things better :)

6
DFRPG / Re: How should you handle water?
« on: April 26, 2012, 08:18:19 PM »
A storm capsizing their ship might have skills like "Treacherous Undercurrents (Grapple)," "Black Depths (Attack, Weapon: X)" and "Violent Waves (Maneuver)" which would each have a rating and function as an aspect. The players can take it out by making successful rolls against its defense, dealing stress. Consequences would be stuff that makes it easier to deal with whatever else I'm throwing at them at the time.

Meanwhile, jumping into the ocean to battle and capture a Fomor they've been chasing might simply be an environmental aspect to tag, invoke or compel.

It depends completely on the context and whether I've had time to prepare :)

7
DFRPG / Re: Where do people set their games?
« on: April 26, 2012, 04:09:52 PM »
I try to avoid obvious contradictions to canon, but if I have a cool idea, I'll run with it.

Like how a fae manipulated some poor sap into becoming an unwitting chronomancer so that the iron-clad (pun intended) oaths of surrender binding the Spring Court could be circumvented by making him send back some easily-manipulated schm-- err, highly-competent murderhob-- PCs back to release the King of Spring.

In the (newly-started) 12th century Europe campaign we have to make up a lot of things, so I'm going more by history and old fairy tales than the books. And (once we get underway) even history books will end up being wildly inaccurate ;)

So, I picked the second option, even though the first option did also seem to cover my style.

8
DFRPG / Re: How often do you split up the group?
« on: April 25, 2012, 08:58:17 AM »
Well, since my DFRPG group is down to two players, I've been a bit hesitant to do so. Not much opportunity for PC-PC arguments if the other isn't present, now is there?  ;D

That being said, I don't worry about it. As long as the players are split, I get to do that whole "switch scenes at a tense moment" deal I like to an unhealthy degree. Besides, as the old saying goes "Let's split up! We can take more damage that way."  ::)

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DFRPG / Re: DFRPG In Other Time Periods?
« on: April 25, 2012, 08:55:11 AM »
While I'm sure the "Is Claws woefully underpowered AND comes with built-in drawbacks to boot" talk will surely come to a consensus soon, I was hoping the original topic could be addressed  ;)

I've just started a campaign set in the 12th century. We've started out in Frankfurt, Germany and I was wondering if anyone had any particular ideas for that?
Currently, we've established that the Black Court has a clear presence in the area, fae and spirits haunt the wilderness and we've decided that Hexenwulfen need to make some appearances... having a German name and all.  ::)

Ideas?

10
DFRPG / Re: Powers = Tools ?
« on: April 23, 2012, 12:34:19 PM »
Quote
It has already been said that some powers are quite generic. Strength, Speed, Toughness for example are so basic that their expression in the game can vary a great deal. Others are a lot more loaded with innate "flavor". Blood Drinker or Addictive Saliva for example.
Well, if I was to mimick the Blood Bond from World of Darkness vampires, I'd use Addictive Saliva to mimic that. Same for Stargate SG-1-esque mind-control devices (melee range, little physical harm, sometimes addictive).
Or how about being a demon, whose touch attempts to rip the soul straight out of your body (thus, mental damage)?

Quote
The Swords of the cross are a good example here, as is the Sacred Guardian power mentioned by the op.
Actually, if people have a proper concept and are willing to pay an increased price, I'd gladly let them buy, for example, All Creatures are Equal Before God.

So if you're the Scion of the Grim Reaper and your goal is death, death, death (Also known as a "Killf**k Souls**tter") I might let you take something like:
  • Claws + Venomous.
    You touch someone and their souls start rotting, represented by pain and agony until they're either Taken Out or remove the aspect.
  • Sponsored Spellcasting: Death.
    I think there's a write-up on these boards. Otherwise, I'd wing it.
  • All Creatures Are Equal Before God.
    I might rename it "One Day, I'll Even Reap God." Otherwise, it stays the same.
  • Living Dead.
    Because, barring strange aeons, death won't die.
  • The Sight.
    As if a Veil would save you from Death.
  • Ghostspeaker.
    Arguably unrelated, though if the player asked for it, I'd gladly give it.
  • Greater Glamours.
    Invisible, unnoticed and make a scythe appear out of nowhere? Check.
  • Supernatural Sense.
    Seeing when people are to die, seeing souls, sensing life/death.

Now, he's got powers from the Minor Practitioner, Emissary of Power, NPC-only and Knight of the Cross Templates and still works just fine. Sure, he could be called a form of Changeling, Scion or Emissary, but who cares what metagame term is used to describe his "I deal with death"-sthick?

11
DFRPG / Re: Powers = Tools ?
« on: April 23, 2012, 02:08:43 AM »
If I was to make a Power that was mechanically identical to an existing power, but with different flavour text, I'd simply be wasting space on the page. You can call it Inhuman Speed or Prescient Evasion, but either way you get a bonus to dodge.

Superman can be (and, actually, has been) strong due to the radiation from the sun or due to telekinetic talents. Either way, he can lift a car. The details are unimportant for the most part.

Of course, before encountering FATE, Savage Worlds was my go-to system and since that's a universal system, conversions by giving things a paintjob seems like the easiest thing to do.

12
DFRPG / Re: Versions of Cassandra's Tears
« on: April 16, 2012, 01:00:18 PM »
If I was to "upgrade" Cassandra's Tears, it'd be something like this:
[-1] - You are no longer at -2 to convince people of your prophecies.

Then add on "A Few Seconds Ahead" (Our World, Abby from the Ordo Lebes) and (possibly) Guide My Hand.

Negotiable add-ons: Psycometry, The Sight and Soulgaze to finish the "I know EVERYTHING" character.

13
DFRPG Resource Collection / Re: Item Of Power Master List
« on: April 08, 2012, 08:16:15 PM »
I was trying to stat up this item, and was looking for some feedback, thanks in advanced.
Here's my suggestion for it:

Red Marble Sword [-1]
Description: A sword that chooses a good knight to carry out justice, following him till his death. The sword deals great misfortune to those other than the chosen knight who dare to wield it.
Musts: Must dedicate an aspect to being the chosen wielder of the sword. This aspect must reflect the wielders relationship with the sword. This aspect may be compelled when acting against the sword's morality, at which point it may jump from its wielders grasp, draw his own blood or similar effects. This aspect may also be invoked if another grasps the sword, at which point the sword will ensure it strikes to make the scoundrel regret his choice.
[-0] Purpose: To seek justice, in the hands of a worthy knight.
[-1] It is what it is: Longsword made of red marble, weapon: 5
[-1] Never Strike In Anger. The wielder of the blade receives +1 to his defense on a Full Defense.
[-1] Riposte. As per the Weapons Stunt.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A sword is hard to hide.

The weapons: 5 rating is assumed to have a generic stunt of +2 stress.
It's on the weak side and I'd actually question the need to make it an IoP, if all it has to do is inconvenience opponents who wield it and be indestructible. At my table, a dedicated aspect could easily cover that.

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DFRPG / Re: Building NPCs - Like a PC, then nerf it?
« on: April 06, 2012, 08:45:19 PM »
Eh, I was away from the books, so I just slapped it together. Add Inhuman Speed and Strength, if you want. And, by the way, this "horde-unit" isn't supposed to work alone. I wouldn't "field" them unless there were at least 4 groups and still, they would only be there to make things interesting until the Necromancer(s) show up.
They're basically swarm units by virtue of more stress track, a bit of armour and being able to split attacks.

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DFRPG / Re: Building NPCs - Like a PC, then nerf it?
« on: April 05, 2012, 10:20:11 PM »
To the OP: I match the level of optimization my players do for challenging encounters and don't bother for regular ones. I'm a big fan of the "Tucker's Kobolds" style of enemy design.

---

As for the horde of 1000 zombies?

Zombie Horde
High Aspect: Shambling Zombie Horde
Other Aspects: All I Want Is To Eat Your Brains, "For Each Of Us You Cut Down...," Here It Comes, the Sound of Drums.

(click to show/hide)
Saves me time on bookkeeping, keeps the fight rolling and keeps the players feeling awesome.

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