Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chrono

Pages: [1] 2 3 ... 9
1
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: November 06, 2012, 11:26:48 PM »
Love the idea of repopulation. I had thought of letting the characters participate somehow in the extermination, so that would be an added bonus.

2
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: October 30, 2012, 02:46:53 PM »
0.0

You know what? I haven't even introduced Mab into the campaign.

3
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: October 30, 2012, 02:42:46 PM »
A very good answer. I thank you for sharing it. Some of the players are starting new characters and looking for an entry story. It is the perfect time to introduce a new villain in the manner you described. <insert evil grin>

4
DFRPG / Re: Voodoo practitionner
« on: October 01, 2012, 04:59:20 PM »
I recommend watching The Skeleton Key to get an idea of what voodoo is capable of, though they call it hoodoo in the film. I don't want to get into a debate about which is correct or applicable for this situation.

Suffice to say, the ritual magic will probably cover a lot of things under entropy and ectomancy. The good side would be protection from entropy curses and evil spirits, either on an individual basis or strengthening thresholds, and possibly some potions that help protect/heal from mental assults. The bad stuff would be bad luck curses, voo doo dolls, binding evil spirits into animals (like crocodiles), and maybe even switching bodies.

5
DFRPG / Re: Spending two Fate points to Invoke two Aspects?
« on: September 18, 2012, 01:02:43 AM »
Hell, one of my characters made something of a hobby out of brainstorming situations where he might be able to invoke all seven of his character's aspects on a single attack.
If one of my players could figure that out AND had enough fate points to do it, I'd let them imprison Mab.

6
DFRPG / Re: Who Lives In Nevernever?
« on: September 17, 2012, 08:48:58 PM »
Ooo. I do so love warping things that my party will have to deal with. Just to change things up, I had an ogre warped so that it was immune to physical attacks but vulnerable to mortal magic. It was the party's first time encountering one. The poor spellcaster wasted 3 fate points trying to burn ogre 2, which was not warped.

I would love to twist the jade orchid to some nightmarish horror forest. Then have them visit the river styx, which is like the Small World ride on a river of rose petals.

7
DFRPG / Re: Who Lives In Nevernever?
« on: September 17, 2012, 07:00:40 PM »
So you have to cross through Faerie to get to everywhere else in most circumstances, but you might get to the home of the greek deities by crossing into the Nevernever from Mount Olympus for example?

8
DFRPG / Re: Spending two Fate points to Invoke two Aspects?
« on: September 17, 2012, 06:02:08 PM »
It also justifies "Giving It Your All".

9
DFRPG / Re: Items of Power as Animals?
« on: September 15, 2012, 12:44:49 PM »
It is a fun idea, but the mechanics need to be just slightly different than they are for an item of power. I believe there was a thread here with rules for pets and companions that worked much better for this sort of thing.

10
DFRPG / Re: Statting the Sidhe
« on: September 14, 2012, 10:34:07 PM »
I would say just give them sponsered magic and greater glamours. I don't really see a summer sidhe casting any sort of magic outside of summer, and since 'debt' compells them to act in summer's interest, the debt concept is less about compelling and more about standing. Most of what they would do within court would be covered by greater glamours, I would think.

11
DFRPG / Re: Focus Items -- For Non-Combat Evocation?
« on: September 14, 2012, 10:30:38 PM »
My understanding is that you either have to justify it as defensive or it falls under thaumaturgy, even if it is low complexity. Most spells that affect the caster or put a maneuver on a scene is considered defensive, while effects such as stress and maneuvers on another target are usually considered attacks. Whether the spell means life or death is hard to justify outside of combat, since technically the only time a player can 'die' is by risking it all in a conflict.

12
DFRPG / Re: Any Reccommendations For Pregenerated Adventures?
« on: September 14, 2012, 02:19:25 PM »
Not yet, but we still have a couple of weeks.

<insert hopeful face>

13
DFRPG / Re: Pre-gens?
« on: September 12, 2012, 08:47:46 PM »
I believe there is also a one shot adventure where the players have to try and catch/stop pixies from sabatoging a pizza place. Finding the pixies is the hard part, I would imagine.

14
DFRPG / Re: Placing maneuvers/Declarations on the scene
« on: September 12, 2012, 06:45:39 PM »
Good point. I suppose an Ectomancer could use CONTACTS to stir up ghosts and place a Filled With Spirits aspect to tap for hiding or enhancing ectomancy.

15
DFRPG / Re: Placing maneuvers/Declarations on the scene
« on: September 12, 2012, 06:16:23 PM »
You can also use CONTACTS to justify knowing things about a place, saying someone told you that there are HOLES IN THE FLOOR or a key on the desk for the FORKLIFT PARKED AROUND THE CORNER as declarations. It also works for social maneuvers like HE KNOWS I OWE HIS FRIEND'S FRIEND'S FRIEND MONEY.

Pages: [1] 2 3 ... 9