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 - Elkhorn

Pages: [1]
1
DFRPG / Re: Casting more spells
« on: October 15, 2013, 01:36:30 PM »
The RAW already provides a mechanism for this (hopefully Wolfhound is around to beef this up with details on how we've done it specifically), but IIRC it comes down to spending a Fate Point to Declare a "scene break." (For example, Invoke the BBEG's "Megalomania" Aspect, and he spends a bit monolouging while the party catches their breath).  This doesn't do anything for consequences for most characters, but it does clear stress tracks and allow the battle to continue.

2
DFRPG / Re: Maneuvers
« on: July 09, 2013, 04:13:45 PM »
Alright then, when does 'prone' go away?

Well, Grymor beat me to this explanation (and did a great job) - I'm just adding more detail...

That depends on the strength of the aspect.  I'll see if I can run through an example (This may just be how our group handles it, but I'm pretty sure it's within the RAW):

Character X wants to knock character Z prone.  This is a contested maneuver - X would use an appropriate skill (Athetics or Might, for example), and Z would get to defend using similar skills.  X has to beat Z to place the aspect "Prone," but how long it lasts depends on the difference in the roll.  A tie places the aspect for 1 exchange, but it's "fragile" - 1 tag and it's gone.  Any shifts in excess of that makes the aspect "sticky" for that many exchanges.  (So if X beats Z by 2, the aspect is sticky and stays for up to 2 exchanges - taggable for free, plus further FP invokes).

Duration depends on Spin.

For Z to get rid of the aspect before it runs out, Z has to do a maneuver of his own - essentially a "counter-maneuver."  In this case, I'd argue that Athletics is really the only viable skill to remove "Prone" (But hey, get creative!)  If no one is around, hit a 3 and you're done.  Of course, if X is still there, it becomes contested (X would want Z to stay prone), with Might or Athletics to "defend."  As long as Z beats X, the aspect goes away.

You may want to "counter-maneuver" with a fragile aspect if you have a chance, but it's much more relevant with sticky aspects.

I showed a variation on this in a webisode on the Dresden Files: Dallas site where "Disarmed" was the aspect in play: http://www.obsidianportal.com/campaign/dfd/adventure-log/warding

On the note of block vs. aspect: if you want to *hold* the person prone, that sounds like a grapple to me, but that just my opinion.

3
DFRPG / Re: What are your favorite aspects?
« on: June 11, 2013, 04:19:56 PM »
Figured I'd throw in some of my favorites from our Dresden Files:Dallas campaign (We've got a compiled list of character aspects here:  http://www.obsidianportal.com/campaign/dfd/wikis/aspect-list)

Not Quite "Old Testament Enough"
Somewhat Fuzzier on the Subject of Kneecaps
Supernatural Straight Shooter
Phone Call from Uncle
Midas Voice
You Know, Like the Punisher
Hey, I Got A System
Colleens are Gonna be the Death of Me
Big Damn Heroes!
I Don’t Miss Much
I Am Inveeeeeencible!!!!!!
Ninja Academy Drop Out
“An’ it harm none, Do what ye will”
Thinks with his Fists
Ancient Foe of God And Mortals
Sees Much, Hears More
Craptacular Self Image
Napoleon Complex
Ragabash Get of Fenris
(Lawbreaker) I hate it when my patients die
I’m Just Cool Like That
Discretion is the only part of Valor

And that's just the characters.... :)

4
DFRPG / Re: Dresden Files: Dallas (Obsidian Portal) - 1 Year+
« on: May 17, 2013, 06:54:47 PM »
Rather than make our GM toot his own horn, I'd like to direct your attention the most recent "webisode" for his character.  It's quite literally "The Story of the Spell," an extensive scene about putting wards up around his new home, AND he included a breakdown of how the Thaumaturgy works in the system, both from the RAW as well as including our house rules.

http://www.obsidianportal.com/campaign/dfd/adventure-log/an-sc-al-ar-an-t-ortha

Did I mention it's extensive?  Be prepared to sit a spell to read it - it's 8k words before you get to the system breakdown.  Totally worth it, though!

(If you just want to go straight to our interpretation/house rules on Thaum and skip the scene:  http://www.obsidianportal.com/campaign/dfd/wikis/thaumaturgy-houserules - but I don't recommend it. ???)

5
DFRPG / Re: Jade court
« on: April 15, 2013, 03:18:16 PM »
@Sanctaphrax -  We have a couple of other flavors of sponsored magic floating around on various characters, but I'll put in a plug for our take on Agelomancy/Theomancy/Soulfire as well:  http://www.obsidianportal.com/campaign/dfd/wikis/eye-of-thoth

6
I know I'm a couple of days late to the party, but had a couple of thoughts for you.  Great character concept!

  • Is there a reason you're jumping straight to the supernatural levels of strength?  You open up 4 refresh by only taking them at Inhuman to start with (and gives your character room to grow/advance).  With the 4 extra refresh, you could tack on recovery as well, and still take a couple of stunts.
  • On the topic of stunts, the skill-swapping stunts are a great way to get extra mileage out of a single skill.  Armed Arts lets you pick out two weapons to use with the Fists skill.
  • You can also buff up your Fists with the Lethal Weapons stunt(making them an effective Weapon:2), or if you want to bring in more of the St. Patrick curse thing, see if your GM will let you take the Holy Touch power (makes your Fists Weapon:1 against critters with the Faith/Holy catches, in addition to satisfying the catch)
  • Agree with the comments that high Might is superfluous with Strength powers in play.
  • The Infuriate stunt would be a good spend as well (and allow you to dial back your Intimidate skill)

I won't make any recommendations on your skill tree, because a lot of that will depend on what you do with your refresh.

Just remember that if you've got an Aspect to call on, you don't need to have the skill quite as high.  That can help you to get more skills on the table from the get-go without majorly hamstringing yourself by forgoing +4 and +5 skills.

Anyway, that's my $.02.  Enjoy!

7
DFRPG / Re: Dresden Files: Dallas (Obsidian Portal) - 1 Year+
« on: April 12, 2013, 07:28:03 PM »
Hey all -

I'm one of the players in this campaign, and wanted to let you know that after a holiday hiatus for babies (among other things), we're back up and running, and in the middle of a multi-part adventure that puts us in the middle of some gangland chaos in the wake of "Changes" - check it out!

http://www.obsidianportal.com/campaign/dfd/adventure-log/hot-water-ii

Stay tuned!

8
DFRPG / Re: Jade court
« on: April 12, 2013, 07:24:34 PM »
In our campaign (Dresden Files: Dallas), our GM borrowed from various Asian mythologies to come up with his version of the Jade Court, and it's awesomely creepy and way different than the other flavors of vampire:

http://www.obsidianportal.com/campaign/dfd/wikis/jade-court

Anyway, we're all open to other groups utilizing our content if you like it, so feel free to poke around (and if you like/use the content, be sure to favorite the campaign - we're pretty proud of the work we've done as a group).

9
DFRPG / Re: Articles of Faith Defense
« on: October 16, 2012, 01:53:40 PM »
In our campaign (shameless plug for Dresden Files-Dallas on Obsidian Portal, http://www.obsidianportal.com/campaigns/dfd), I'm playing a faith character and was frustrated with the Devout Words stunt - for one thing, it's not particular to critters with a faith/holy weakness, and 2nd - it's a block, not a defense (so you have to "set it up" in advance of an attack, rather than being able to react to an attack, like you can with Athletics).

I batted this around with our GM, and this is a first draft of what we came up with to model "Faith as Defense."  Comments/feedback welcomed!

Shield of Faith (Conviction Trapping)

Against supernatural creatures that have a weakness/vulnerability to faith, Conviction can be used in conflict situations as a physical defense so long as the character is actively wielding a symbol of what they believe in (a traditional example would be a cross for Christians, but this can vary, as with Harry and his pentacle). If you have at least two True Faith powers, this trapping can also be used against creatures that have a weakness/vulnerability to holy.

Justification – loosely based on the “Devout Words” stunt. This is one of the earliest examples we see in the novels of the power of faith, straight from Harry Dresden’s encounter with Bianca in Storm Front. Further justification is in Grave Peril, where even Susan Rodriguez makes a cross work in this way against Mavra at Bianca’s party. Even though defense is more robust than block, 1) it only works on creatures vulnerable to “faith” and 2) it requires a “focus” of sorts. Based on those situational limitations, we think this is just an additional trapping rather than a full-cost stunt.

Pages: [1]