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Messages - Gozer

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1
DFRPG / Re: Kronos Sponsored Magic.
« on: February 14, 2013, 07:45:51 PM »
Actually, if you limit the power to only speeding up or slowing down time in local pockets, and recognizing temporal anomalies (which I like...), it shouldn't violate the Law at all. That kind of thing is even specifically called out in the RAW, so it seems like it should be fine. Unless they are specifically traveling forward or (more importantly to me) back in Time, I don't see the issue.

2
DFRPG / Re: Brainstorming a Power: The Benefits of Experience
« on: February 05, 2013, 03:18:08 AM »
I think another thing to consider here is the 'Must'... the story side of the power.
Throw a requirement in there for a directly related High Concept, and most of the issues go away, from my perspective. In my game, no way Merlin gets this power... maybe the lowest version (but frankly, he's got better things to do with those points). Narratively, there's no justification for it. He just hasn't been around long enough for anythign else. Most of the entities that have been around long enough for the highest levels are Plot Drivers, and NPC's to boot. I just don't see it as an issue there at all.
This really needs to be one of those powers that a character's story is built around... and I, for one, am a big fan.
What about 2, 5, 9?
That seems like a decent cost spread.

3
I don't know... I'd just as soon not reinvent the wheel here (although I might develop the power for another character or npc at some time in the future), for the time being I'm just as happy to invoke his "Lost in the Crowd" Aspect whenever it's appropriate. I suppose the narrative trumps here, and I don't really need anything mechanical.
Or do I?

4
After discussing the power with the Character further, it turns out he was looking for something much subtler... more along the lines of this:

Aura of Obscurity

Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Deceit, Discipline, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always just out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify. Note that these images are otherwise unaffected.
Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Asked for directions, I think.”
Directions to where?
“I don’t know… somewhere around here.  Look, I, uh… I gotta go.”
Add +2 to the difficulty of remembering any significant details regarding the character (vrs Awareness or Discipline, as appropriate).
People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
Any significant interaction, such as a conversation of over a minute or one of real importance, threats or actual violence, etc… will nullify the power completely.


I just cant decide whether this is a +1 or +0 power... I'm tending towards +0.

Any thoughts?

5
hmmm... now that's an interesting idea.

6
To go back to the Aura of Obscurity for a moment... how about handling it as an Incite Effect power?
It could be a basic Incite Effect, upgraded to Mental Effect and Zone Effect, offset by being Uncontrolled.

It seems like 'Forgotten' should be an easier effect to induce than 'mind numbing lust' or 'suicidal dispair,' even at range...

I might just have to play around with that, and see if it crunches out any different than just writing the power as is.

Any thoughts?

7
and... another power for the community to chew on:

Aura of Obscurity [-1]
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Contacts, Conviction, Deceit, Discipline, Empathy, Intimidation, Presence, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify.

Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Look, I, uh… I gotta go.”
Anyone who spends less than 1 hour in your presence is at -2 to remember specific details about you, their interaction with you, etc… Note that this power takes place as soon as you drop out of their immediate attention. People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
After 1 hour of contact, any rolls drop to -1. After 2 hours of contact, there are no specific penalties, but those memories will still tend to blend into the background, requiring specific attention or focus to accurately recall. Once a successful roll is made, no further penalties apply and people are able to remember you.

Shroud of Obscurity [+1]: As above, but the penalty never stops. Ever.
Every time the person tries to remember you, your presence, or anything about you specifically, they are at either -1 or -2 to remember specific details, depending on the length of contact that they are attempting to remember. In order to pierce the Veil enough to have any kind of meaningful relationship with a person, you have to spend a Fate Point. Once that point is spent, you have imprinted on that person’s memory enough for their memory to function normally.
Otherwise, good luck chatting up that cute girl at the bar. You better hope she doesn’t go to the bathroom… or turn to talk to someone else… or answer her phone…

8
hmmm... I really like some of what you did there, but... I don't know about just making it a weapon 3 attack. It doesn't seem like it should be that effective against a standard spell slinging mortal (who I pictured just wondering why those punches packed that extra wallop...) vrs against a ghost or summoned creature, who it should practically knock chunks out of. Hence, the mechanic you didn't like.
Plus, I like forcing characters to chose where they put those skill points- does he add a point to Fists, or Conviction? Oh, the torture...
Definately incorporating Enclosing Threshold,though... that's just great. Swiped.

What are your (or anybody else's) thoughts on some of the ramifications of the power?

Thanks again for the time (and I'd love to see that Shadow Caster template you mentioned...)

9
By all means... Please have at it. That's why I brought these here. I'd really appreciate any thoughts or input you might have.
As for the refund on upgrades: it was the only way I could think of to do two things at once:
A: allow the player/character a viable power path without just taking flavored spell casting. Why spend 20+ points on a suite of powers that do less than evo/thaumaturgy?
B: slow the rate of progression. Upgrades are basically free, up to a point. Start at the same points level as a starting wizard, and see how far you get... It seems fairly balanced. Additional points of refresh come in one at a time, and at least force some choices and decisions re: progression, fate points, etc...
Although, again... If you have any suggestions on a better way to handle that, I'm all in.
Thanks for any input...

10
I've also written up this one- it seems like the original post is dead, so it seemed more appropriate to post it here. Again, any feedback or thoughts are appreciated...

Living Threshold [-4]
Description: Whether through the actions of a Sponsor, the will of an Elder Power, or simply the alignment of the stars at their birth, the Character is a living channel for the energies that power Thresholds. Magic simply ‘grounds out’ upon contact with their body, eroding until it effectively ceases to be.
Musts: Must have a High Concept that directly relates to this power or its’ source.
Skills Effected: Conviction (determines the Strength of the Character’s natural Threshold); Discipline (may increase the Strength of the Character’s natural Threshold under very certain circumstances); Fists/Martial Arts/Might
Effects: This Power has the same four key functions as a standard Threshold. The Character’s Threshold Level is equal to the Character’s Conviction +2.

A Block
The Character serves as a freestanding block that does not need to be maintained, with a Threshold Level that opposes any and all effected Supernatural Actions. As a Block, it sets a minimum difficulty for the Success of those actions. The Character may also actively attempt to block Spells or Supernatural effects by interposing his/her body, or opposing them directly with Unarmed Attacks. Use either Athletics or Fists (as appropriate) vs. a Target of the Spell’s Complexity. If contact with the spell occurs, resolve it as either a Block or Suppression, depending on the Strength of the Spell or Effect.

A Target
More powerful creatures/spells may be able to assail the Character’s Threshold Level and damage it directly. In such a case, the Threshold Level may be treated as a Stress Track (one box per level, with consequences a possibility). The Threshold Level drops as it takes Stress hits. It recovers at a rate of 1 point per sunrise/sunset, or as determined by the GM. Any Attack must bypass the Block aspect of the Threshold prior to the results being determined. Depending on the nature of the Attack, and subject to GM approval, the character may elect to take physical stress in place of reducing the Threshold Level.

A Suppressor
Spell Effects and Supernatural Abilities will erode or completely disappear when they come in direct contact with the Character. In this case, all affected abilities and spell effects lose a number of shifts equal to the strength of the Threshold. If the spell affected has multiple parts to it, how the shifts are spread around may be determined on a case by case basis as decided by the GM, with input from the Character. In the case of attack abilities, this most often manifests as a reduction of the damage bonus provided, acting as a penalty to the actual attack roll only after the damage bonus has been reduced to zero. If it isn’t clear how to reduce an ability, then these reduction shifts might be spent on improving opposing effects and efforts.

A source of Harm
Creatures of pure spirit and other supernatural entities are particularly vulnerable to contact with the Character. They take damage from any physical contact with him/her, facing an attack equal to the Threshold’s strength during every exchange. Few creatures manage to hang around long in the face of such conditions, especially when their defensive abilities offer no protection whatsoever against these attacks. Depending on the creature type, some might be allowed to use a Conviction defense to resist.
Any creature affected by a Threshold suffers from Unarmed Attacks or direct physical contact with the Character as per the chart below:
Creature Type         Weapon Level (round down)
Mortal Spell Casters      Threshold Level/4
Fae, etc…         Threshold level/3
Ghosts, BC Vamps, Demons                 Threshold Level/2
Outsiders                      (Threshold Level /2) +1
Consequences should be adjusted depending on the situation or creature type.
For those affected creatures with Toughness Powers, this Character’s Unarmed Attacks should qualify as the appropriate ‘Catch’ in terms of bypassing their resistance only (although certain creatures may take additional damage, as though the ‘Catch’ was being fulfilled). A successful Grapple or a situation where sustained physical contact cannot be avoided results in damage at the full Threshold level. This effect is directly related to a creature’s relationship with a Threshold, and can easily affect creatures that are incorporeal or insubstantial.
Notes
The secondary effects that this produces (Do magically enhanced senses accurately detect the character or is there a ‘void’? Do supernatural creatures feel uncomfortable in their presence? Do evocation effects such as flame or ice have any effects? What happens if he/she travels in the NeverNever? What happens in the presence of powers such as Bless this House? ‘Healing’ of the Threshold Level may be an option worth exploring… Does the power stack with Lethal Weapons or Claws?) should be discussed with the GM ahead of time... Unless it’s more fun to just find out in game.
The Character should not be able to take any other Supernatural Abilities without specific GM approval and a damn good story (although most Mortal Stunts should be no problem), and the ability to receive beneficial magic such as healing should be viewed with extreme prejudice. The ability to receive healing or other beneficial magic should also increase the cost to -5 or higher.
This Power is intended to be as much of a pain as a boon.
This ability is not effected by Thresholds, natural or otherwise.

11
greetings, all... I've got a player looking to play a shadow caster (but not a mage), so I compiled all of the shadow based powers I could find here into one suite of powers.
I'd love any feedback/criticism, as I'm planning on rolling these out in the next few weeks.
Thanks...

Shadow Mastery [-2]
Description
You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, and wrap yourself in a mantle of twisting, grasping darkness, ultimately becoming a master of the shadows themselves…
As your power over the shadows grows, they become ever more tangible, eventually nearing the solidity of the objects that spawned them. As your mastery progresses, the shadows may become deep enough to open gateways into the Nevernever, or even approach a life of their own…
Musts: the Character must have a High Concept involving Shadow or Darkness
Options: The base ability costs 2 Refresh and has multiple upgrades.
Skills Affected: Conviction, Discipline, Fists, Might, Stealth

Effects:

Shadow Call
You can increase and deepen shadows within a zone. You may add the sticky aspect Deep, Dark Shadows to any scene with appropriate aspects already present.
Veil of Shadow
Increase stealth by +2 when in shadow.
Shadow Play
You may use your Discipline skill to control your shadow, as well as other any other shadows within a zone, allowing you to perform maneuvers and create blocks against Perception.
Shadow Vision
Your Perception rolls are not penalized by darkness.
Hand of Shadow
Your Shadow becomes tangible, allowing you to manipulate objects or make attacks. This functions with a range of 1 zone, as Weapon 0 attacks.
Your Shadow’s attack roll is based on either Discipline or Fists, and its Might is based on  Conviction. It can be used for anything that a normal limb could be used for, including Grappling.
Attacks made to ambush your enemies use your Stealth roll, modified by Veil of Shadow (+2).
If you possess Inhuman Strength, Claws, or similar Stunts or Powers, your shadow gains those benefits as well.
Note: Your Shadow tends to move independently of your body from time to time, in a generally noticeable fashion.
Upgrades replace the required power, ‘refunding’ the cost for that power, up to +1. For example: when upgrading from Deep Shadow to Deepest Shadow, the -1 refresh for Deep Shadow is refunded, allowing you to purchase an additional -1 refresh of powers, if desired. When upgrading from Deepest Shadows to Grasping Shadows, +1 refresh is refunded, allowing you to purchase an additional -1 of powers, if desired. Each level must be purchased independently prior to any refunds being allocated.

Upgrades

Deep Shadows [-1]
 Increase the Weapon Rating of attacks made with your shadow by +1, as well as your Veil of Shadow by +2. This power may be taken multiple times, and stacks.
Note that each level of this power increases the independent motion of your Shadow.

Deepest Shadow [-1]
Requires Deep Shadows. Your shadow is capable of growing much larger than it should.  Add +1 (stacks) to your Shadow’s weapon rating, and it can make a spray attack (at -2).

Grasping Shadows [-2]
Requires Deepest Shadows You can manipulate additional shadows within a zone, attacking or manipulating multiple targets.
Skills Affected: Fists, Weapons, Guns, others.
Effects
Multiple Targets You may make spray attacks with your shadow, with a range of one zone.
Mix and Match You may use multiple different actions in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel-gazing) maneuvers and blocks as part of a spray attack. In order to grapple as part of a spray attack, you must invoke an Aspect for each character grappled.
Flurry Of Shadows You may direct multiple attacks (or maneuvers, or blocks) within a single spray at one character.
Coordinated Shadows  For each purchase of this trapping, add 1 shift to each attack, block, or maneuver within spray attacks that you make with your shadow. This cannot increase the number of shifts for any action beyond the number of shifts that you had to split up between actions in the first place. This trapping may be purchased up to twice.

Long Shadows [-1]
Your shadow’s reach grows even larger. You can manipulate your shadow to stretch beyond its’ normal reach, allowing you to make attacks within a range of up two zones.

Darkest Shadow [-1]
Requires Deepest Shadow Your shadows have become so dense and impenetrable that even those creatures that make their home in the darkness are incapable of seeing past them. You may use your Shadow Mastery to create a defensive block opposed by alertness, at +2. Add +1 (stacks) to your Shadow’s weapon rating, and +2 (stacks) to stealth when in shadow/darkness.

Shadow Step [-1]
You can travel from shadow to shadow within one zone. This requires no roll, but in order to escape into the shadows while being attacked use Athletics. When emerging from the shadows, roll Stealth against any nearby enemies' Alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an Attack as a supplemental action. (Yes, you can warp into an enemy's shadow or from your own). This power is limited to Line of Sight.

Shadow Walk [-1]
Requires Shadow Step. As World Walker, but only to and from the Realm of Shadow (GM’s discretion on where this may lead, but almost everything casts a shadow... )This also increases the range of Shadow Step, allowing direct travel from Shadow to Shadow through multiple Zones, not subject to LOS, but subject to GM discretion.
Shadow Sense This allows you to sense places where the fabric of reality is weak, and the Realm of Shadow comes closest. You may use Investigation or Lore to locate such places. Subject to GM approval, you may add +1 to any Shadow based aspects in the area.
Shadow Rift  You are able to tear a hole between this world and the Realm of Shadow, allowing people and things to pass into or out of this area of the Nevernever. This rift will only stay open for a few seconds, and requires the aspect Deep, Dark Shadows  be placed on the scene. You may only do this once per scene (or per hour, if more appropriate).
Shadow Lore Allows +2 to Investigate, Survival ,or Lore checks while in the Realm of Shadow

Shadow Bite [-1]
Requires Deep Shadows.  By attacking your opponents’ shadow directly, your shadow attacks bypass all armor or armor type powers. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Shadow Rend [-2]
Requires Deep Shadows. By attacking the opponents’ shadow directly, your shadow attacks bypass any Toughness powers, as though the attack fulfilled the ‘Catch’ on your opponent’s Toughness. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Shadow Bleed [-1]
Requires Shadow Rend. By attacking the opponent’s shadow directly, your shadow attacks add a poison effect, as your opponent’s shadow is torn apart, bleeding away into the darkness.
You may use any of your shadow attacks to perform a special maneuver in addition to the attack. This maneuver may only inflict one specific Aspect: Bleeding Shadow. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver, each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform this special maneuver against every character subject to your shadow’s attack. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. As a general rule, they quickly lead to the subject being Taken Out. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless the damage inflicted allows you dictate a more extreme consequence.

Shadow Feed [-1]
Requires Shadow Rend. Once per scene, if you inflict enough stress and consequences to Take Out an opponent by damaging their Shadow, you may absorb their shadow into your own. This allows you to ‘feed’ on their shadow, absorbing enough dark energy to take an immediate ‘free’ recovery period equal to an extra scene. This will clear your Stress Track and mild physical consequences, and possibly larger consequences if you have an ability that lets heal quickly. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence. Subject to GM discretion, there may occasionally be other effects, such as flashes of memory transfer, emotional crossover, etc… as a person’s Shadow is akin to their soul.

Shadow Rip [-1]
Requires Shadow Rend. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control. 
Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls.
The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came.
Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

The Shadow Knows [-1]
Requires Long Shadows. You are able to extend your Shadow up to 3 zones, effectively extending your Awareness/Reach. Your Shadow receives all the benefits of Shadow Mastery, as well as any other Shadow Powers you might have, and can ignore most boundaries, subject to GM discretion.

Shadow Sight [-1]
Similar to the The Sight, this allows you to peer through the Realm of Shadow, perceiving not so much the supernatural world, but the shadows it casts upon the natural world.
Shadow Senses  Your attunement to Shadow has heightened your arcane senses, allowing you to use Lore as if it were an Arcane Investigation skill, at -1 (unless the Aspects of  Shadows, Darkness or the like are directly involved in the Scene, in which case at the roll is at +1).
Shadow Touch  When your Shadow touches the shadow of another being who has supernatural potential, the GM may ask you to roll Lore to become aware of the shadow that their true nature casts, indicating that they are something other than mundanely mortal. Even on a failed roll, you may experience some sort of sense that something is ‘off’ with their shadow, without being able to pin it down.
Shadow Gaze  You have the ability to access another’s Shadow directly, but only the first time that your shadows touch for more than a moment (GM’s discretion), and only if the owner of the shadow actually has a mortal soul. You have some measure of control over this power, unless the two of you, or your shadows, are involved in some kind if close physical contact.
Effects: You and the recipient are subject to the use and effects of a Soul Gaze.
Shadow Sight  You may use Shadow Sight to open your Third Eye, but through the filter of the Realm of Shadow. This is similar to the The Sight, but instead of seeing the true nature of the world around you, you experience the Shadows cast by things as they truly are. This power is completely subject to the GM’s discretion.

Shadow Wraith [-2]
Requires The Shadow Knows. Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.

12
DFRPG / Re: The Warden Sword As An Item Of Power
« on: January 07, 2013, 08:34:36 AM »
It seems to me that the thing that people are missing is that the game is based on the book, where violence and the consequences of using it are very serious. Having someone pull out a sword with the intent to use it should be an extraordinarily big deal, and a Warden's sword is as much a symbol of his/her authority as anything else. Any mechanical advantage that they might be giving up should be more than outweighed by that.
The characters in the book, not to mention the game, aren't concerned with the parcing out of the best use of available points for maximum gain, and neither should the players or gm's. Who cares what's the most efficient use of points? This isn't WOW. Make a cool character, tell a good story.
And never underestimate the impact of 4 feet of sharp metal...

13
DFRPG / Re: thresholds?
« on: January 07, 2013, 08:18:06 AM »
Back again... I hope the holidays were good for one and all.
I've written up a custom power for this one. I'd love any feedback or criticism. Also, if discussion of this power is more suited to the Custom Power thread, let me know and I'll move the discussion over there (or moderators please feel free...).

Living Threshold [-4]
Description: Whether through the actions of a Sponsor, the will of an Elder Power, or simply the alignment of the stars at their birth, the Character is a living channel for the energies that power Thresholds. Magic simply ‘grounds out’ upon contact with their body, eroding until it effectively ceases to be.
Musts: Must have a High Concept that directly relates to this power or its’ source.
Skills Effected: Conviction (determines the Strength of the Character’s natural Threshold); Discipline (may increase the Strength of the Character’s natural Threshold under very certain circumstances); Fists/Martial Arts/Might
Effects: This Power has the same four key functions as a standard Threshold. The Character’s Threshold Level is equal to the Character’s Conviction +2.

A Block
The Character serves as a freestanding block that does not need to be maintained, with a Threshold Level that opposes any and all effected Supernatural Actions. As a Block, it sets a minimum difficulty for the Success of those actions. The Character may also actively attempt to block Spells or Supernatural effects by interposing his/her body, or opposing them directly with Unarmed Attacks. Use either Athletics or Fists (as appropriate) vs. a Target of the Spell’s Complexity. If contact with the spell occurs, resolve it as either a Block or Suppression, depending on the Strength of the Spell or Effect.

A Target
More powerful creatures/spells may be able to assail the Character’s Threshold Level and damage it directly. In such a case, the Threshold Level may be treated as a Stress Track (one box per level, with consequences a possibility). The Threshold Level drops as it takes Stress hits. It recovers at a rate of 1 point per sunrise/sunset, or as determined by the GM. Any Attack must bypass the Block aspect of the Threshold prior to the results being determined. Depending on the nature of the Attack, and subject to GM approval, the character may elect to take physical stress in place of reducing the Threshold Level.

A Suppressor
Spell Effects and Supernatural Abilities will erode or completely disappear when they come in direct contact with the Character. In this case, all affected abilities and spell effects lose a number of shifts equal to the strength of the Threshold. If the spell affected has multiple parts to it, how the shifts are spread around may be determined on a case by case basis as decided by the GM, with input from the Character. In the case of attack abilities, this most often manifests as a reduction of the damage bonus provided, acting as a penalty to the actual attack roll only after the damage bonus has been reduced to zero. If it isn’t clear how to reduce an ability, then these reduction shifts might be spent on improving opposing effects and efforts.

A source of Harm
Creatures of pure spirit and other supernatural entities are particularly vulnerable to contact with the Character. They take damage from any physical contact with him/her, facing an attack equal to the Threshold’s strength during every exchange. Even Mortal Spellcasters will suffer as their magic is forcibly assaulted. Few creatures manage to hang around long in the face of such conditions, especially when their defensive abilities offer no protection whatsoever against these attacks. Depending on the creature type, some might be allowed to use a Conviction defense to resist.
Any creature affected by a Threshold suffers from Unarmed Attacks or direct physical contact with the Character as per the chart below:

Creature Type         Weapon Level (round down)
Mortal Spell Casters      Threshold Level/4
Fae, etc…         Threshold level/3
Ghosts, BC Vamps, Demons                 Threshold Level/2
Outsiders                       (Threshold Level /2) +1

Consequences should be adjusted depending on the situation or creature type.

For those affected creatures with Toughness Powers, this Character’s Unarmed Attacks should qualify as the appropriate ‘Catch’ in terms of bypassing their resistance only (although certain creatures may take additional damage, as though the ‘Catch’ was being fulfilled). A successful Grapple or a situation where sustained physical contact cannot be avoided results in damage at the full Threshold level. This effect is directly related to a creature’s relationship with a Threshold, and can easily affect creatures that are incorporeal or insubstantial.

Notes
The secondary effects that this produces (Do magically enhanced senses accurately detect the character or is there a ‘void’? Do supernatural creatures feel uncomfortable in their presence? Do evocation effects such as flame or ice have any effects? What happens if he/she travels in the NeverNever? What happens in the presence of powers such as Bless this House? ‘Healing’ of the Threshold Level may be an option worth exploring…
Does the power stack with Lethal Weapons or Claws?) should be discussed with the GM ahead of time... Unless it’s more fun to just find out in game.
The Character should not be able to take any other Supernatural Abilities without specific GM approval and a damn good story (although most Mortal Stunts should be no problem), and the ability to receive beneficial magic such as healing should be viewed with extreme prejudice. The ability to receive healing or other beneficial magic should also increase the cost to -5 or higher.
This Power is intended to be as much of a pain as a boon.
This ability is not effected by Thresholds, natural or otherwise.


14
DFRPG / Re: The Nevernever as a break-in tool
« on: December 19, 2012, 07:13:37 AM »
You could always set up a Ward that bounced the intruders back somewhere specific in the NeverNever... somewhere specifically unpleasant. And underwater.
The options are fairly limitless, for a creative Wizard. And it seems that most of them are.

15
DFRPG / Re: thresholds?
« on: December 19, 2012, 07:07:47 AM »
wow... first off, thanks for all of the responce, everyone...
I'd like to steer things back on track to my original post, though... what are people's thoughts about the whole 'living threshold' thing? how about applying the threshold mechanics to a character? I'm a big fan of using existing mechanics, even in unusual circumstances.
if I use the recommendations above, I'd probably go with Toughness as opposed to Immunity. He's not immune to magic, it just has a really hard time effecting him.
I'd also really love any input anyone has about how to handle this guy in a game, both positive and negative.
perhaps I'll write up a custom power for review... although the Might over Magic has given me lots to chew on. Has there been any thought of compiling all of the Custom Powers into a Spreadsheet/Website for easier viewing?

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