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Messages - voidronin

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DFRPG / Re: Alternative style Character Sheet
« on: April 17, 2013, 10:09:27 AM »
Any way to get an alternate version with a Hunger track under the mental track; looks like ther should be room.  ;D

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DFRPG / Re: Non-Wizard magic-users and technology
« on: April 04, 2013, 11:45:23 PM »
Weird for it to only be under the template. Most of my players glossed over them to get a basic idea of how to build a character then went straight for creating their own custom character according to what they wish to play. It does seem to be an artificial attachment to the template as the section of the rules it references does not impose the limit, meaning it is only attached to a sorcerer template character. Any other kind of custom caster could then take as many refinements as they have refresh for. In the end it ends up being a campaign/ GM call.

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DFRPG / Re: Non-Wizard magic-users and technology
« on: April 04, 2013, 03:34:36 PM »
The only issue i have with my own definition is the section on actually hexing tech, heh. It is the only section that i can recall that changed every word normally used as "wizard" to "mortal caster". I feel that the section kind ham-hands the hexing / caster thing previously set up in the novels.

The fate point aspect comes from easy plot hooks. It can easily be reproduced by a creative player closely tailoring his aspects to his city themes/ faces/ threats/ troubles/ campaign goals and group-mates. The forced template tie-in just makes it easier to start.

That refinement rule has to be a house rule as it is not listed under the refinement power or either of the casting powers. I also could not find anything like that in the spell casting section. As far as the book goes (unless i missed something) anyone that takes either Evocation or Thaumaturgy can take any number of refinements for the relevant power and the only limitations i could see were maximum number of elements possible (5 traditionally) and the cap on an individual specialization bonus (equal to maximum Lore).

I agree with your assessment of the Sight. But if the player's concept doesn't have much to do with supernatural senses or paranormal investigation they become less incline to spend the refresh if there are more suited powers or stunts left to take.

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DFRPG / Re: Non-Wizard magic-users and technology
« on: April 04, 2013, 02:59:31 PM »
Just my interpretation from the books and the power section; A wizard's biology is given as the reason why they have issues with technology. Normal non-wizard practitioners don't seem to be effected unless actively working magic and supernatural casters have to deliberately hex technology. Wizard Constitution is the RPG representation of that biology and a requirement to be a full wizard. I would say that having that power would cause them to hex technology without actively using magic in addition to being able to deliberately target tech.

Though at the same time I did not see any game advantages to being a wizard over a person with just Evocation, Thaumaturgy, and stacks of refinements. Even one of my players thought about a non-wizard wizard, meaning he had no interest in the Sight, Soulgaze, or Wizard's Constitution and I am hard pressed to give him a solid reason why spending the extra points are worth it mechanically if he doesn't want to use them as actually being a full wizard doesn't seem to have any advantages over not being a wizard and might include extra mechanical disadvantages. This is purely from the mechanical view. I can sorta justify the extras for decent story telling options, unique powerful contacts, ect but losing refresh for pure story can be a hard sell.

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DFRPG / Re: Most Interesting Reasons for Powers
« on: April 02, 2013, 08:28:08 AM »
A "glitch" might be heading into dark magic land via mental magic.

Heh, yeah these are my players... the same guy for the otaku also came up with a social based white court vamp that incites and feeds off of apathy. He would basically bore victims/ enemies to death; Ben Stein in vamp form.

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I may be reading it to restrictively; as years of gaming and GM'ing has taught me to =P.

I see it as the chart defines it. swords are weapon:2, two-handed weapons are weapon:3; to me that means if a weapon requires both hands to use properly like pole arms, bows, and the like its a weapon:3, if its usable with one hand but could be used two hands i still classify it at weapon:2 like baseball bats and the majority of swords. Claymore sized swords would one of the few exceptions for swords at weapon:3. A longsword fits at weapon:2

Mind you, this is my interpretation of the rules as i have found most players will try to get away with what ever they can and it has been the Gm's job to rein them back in without being too restrictive/ uncompromising.

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I don't buy that.  YS303 states the they were "enchanted by Captain Luccio to cut through both spells and matter."

Even a really well made sword is not on par with a desert eagle caliber pistol, rifles, shot guns, and fully automatic weapons in terms of raw destructive damage. The bulk of a melee weapons damage come from the skill and strength of the user not the weapon itself, while the bulk of the damage from these weapons come from the weapon itself. They are an order of magnitude more destructive then the weapon:2 category. Making a weapon:2 melee weapon into a weapon:3 melee weapon for anyone that picks it up needs some form of magic/ enchant to justify its increased level of raw damage output.

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That is kind of my question as well. I did not see an errata section on evil hat.

As for the crafting section; I did not see any rules that stated that "always on" items are not allowed, but I also did not see any rules stating that they were allow either. All of the examples are for Use/ session while at the same time having the warden sword as always weapon:3. We assumed that since the only one so far capable of crafting something like this is the senior warden, an almost senior council member level wizard, it would take some serious dedication to crafting in order to create something on par. Thus our rule; lots of items slots used up in Thaumaturgy focus items and many, many refinements in Thaumaturgy, plus crafting/ resource stunts as you cant expect a powerful permanent enchanted weapon to be made from a janitors mop (or some other low level resource item.

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Is there a way to tell if your book is the revised edition? or is there a link to the revised PDF?

This also came up at our game.
The basic justification of the player was crafting a weapon based on the warden's sword. Originally, we thought it was half the crafting strength but quickly realized that using those numbers would make it way to easy. Basically to the point of why would a crafting wizard not always have an uber weapon always on. So currently we are looking at a "double half rule". As in, take the wizards total crafting strength, reduce it to 1/4 the score (rounding down) and a total Lore (with stunts) equal to twice the end result then they would be able to produce an "always on" weapon.

(Total crafting strength bonus) - 3/4 = (weapon strength); (weapon strength) x 2 = (equal to or less than total Lore)]

Example: Total crafting strength of +12 (Lore +Refinements +Crafting Foci) and a total Lore of +6 (Superb + Enchanting stunt)

12 (Total crafting strength bonus) - 3/4 = 3 (weapon strength); 3 (weapon strength) x 2 = 6 (equal to or less than total Lore)]
Given this formula they could create a permanent weapon:3 that eats up one enchantment slot.

Note: We are also looking at Armor being reduced to 1/8 total strength.

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DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 01, 2013, 09:07:20 PM »
The only time I have heard/ seen someone actually wearing weapons were at official ceremonies/ functions. Weapon laws are fairly strict here to include import, export and ownership of swords. If you have the correct license and participate at the correct level of martial arts a person can carry/ own a real martial weapon. The police are allowed to stop you an inspect your credentials and as such they must be kept with the weapon at all times. The practice of carrying training weapon in similar cases is also very common. It is fairly common to see someone on the subway either going to or coming back from weapons training with a large cloth case on their back or over their shoulder. In game terms, with the right attitude (Presence) or a magical glamor the likelihood of someone here carrying a large "live" martial weapon is pretty good.

It is not much different than carrying guns in the states (depending on the state). People carrying a pistol or having rifle in the window of their trucks might get a few looks but if its legal in their state the looks are less "OMG they have a gun" and more "i dont like that they have a gun." On the other hand if people see someone walking downtown in full plate the person will stand out, might not be allowed into certain storefronts, questioned by children and possibly the police. If the person is wearing full modern swat gear the reactions are more likely to be far worse.

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DFRPG / Re: Most Interesting Reasons for Powers
« on: April 01, 2013, 09:23:30 AM »
In our Tokyo campaign we have:

A former Yakuza/ current vigilante character who was corrupted by a spider demon (Jorogumo); think not so goodie-two-shoes Japanese supernatural spider-man.

An elite special detective who works for the Japanese version of the BPRD using a Hellboy style hand-cannon with specialized ammo (Cold iron, garlic, ghost dust, ect.).

A wind evoking demon hunter bearing the Kusanagi (katana; wind-based item of power).

A magic eating wizard artificer capable of seeing kami and crafting Items of Power.

An otaku that found relics of an ancient trickster/ war god. The relics are currently in the form of an old-school Nintendo power glove and zapper. (Still working on what/ how the powers will work.)

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DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 01, 2013, 08:57:06 AM »
There's no reason a low-level character can't be well-equipped. Power doesn't affect the kind of mundane equipment you can use.

And if you own medieval battle weaponry that you actually know how to use, you are likely to own medieval battle armour.

Anyway, I'd expect having armour to be much easier than having a weapon. Wearing chainmail makes people think you're weird, but it doesn't attract the kind of negative attention that carrying a broadsword does.

The issue with armor is that it stands out more than a weapon (depending on location) and in YS p.202 under armor it states that armor lags behind weaponry as far a availability. I live in Tokyo and it is far more likely/ accepted (Here) to see people carrying wrapped weapons (generally in a cloth case) than wearing/ carrying armor of any kind, though a duffel bag filled with armor is way more common than someone actually wearing it on the subway. This also goes for modern armor/ weapons, not to mention that armor is also generally more expensive by at least one category than most equivalent tier weapons.

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DFRPG / Internal Magic
« on: January 29, 2013, 02:59:39 AM »
My gaming group an I are just starting to build a DFRPG campaign. We are still reading the core game book (some of us several times) to figure out the rules. One of my group mates has an idea of using magic internally, think adept from Shadowrun or anime style fighting characters. We will be setting the campaign in Tokyo so the eastern/ anime style thing could work thematically. We just can seem to figure out how magic would work.

Has anyone tinkered with using magic to temporarily augment physical or mental skills/ arbitrates mimicking supernatural powers (strength, wall walking, ninja vanish, ect).? I think is more of a long term potion effect but with the flex-ability of normal spell casting. There was also talk of using complex hand signs (Naruto style) as an augment to "focus items" which would also allow the bonus to be interrupted/ canceled.


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