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Messages - FaerieGodfather

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DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 04:34:11 AM »
Saying you can't block bullets and spells with Weapons is a perfectly reasonable ruling, and one that I apply. Saying that you can't block claws and fists with it is absolutely ridiculous-- it doesn't make a lick of sense.

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DFRPG / Re: What are your favorite aspects?
« on: September 05, 2013, 04:48:44 AM »
Got another ex-Denarian, here, in my friend Cheryl's weird DFRPG. We all live in an infinite time-traveling House, like a cross between an Infinite Improbability Drive and a TARDIS, that travels the space-time continuum at night and lands somewhere random during the day-- the same one in my previous post, except that Caveman has retired after traveling to the future after the extinction of humanity and helping restart the species.

Before the start of the game, I lost my coin and have spent the last couple of centuries inside a magic circle; it's sustained me and kept me from aging, but I couldn't escape and I've had nobody but Iscariel's shadow for company. I've been fighting her influence, but I've given in to temptation multiple times only to find the coin unavailable because the house had landed in a time period in which someone else was carrying it. The last time I broke was literally last night, when the House was sitting on a distant alien planet six months after the extinction of humanity-- I successfully summoned the coin, with no fallen angel inside of it, and Iscariel broke. Now, Scary and I are working together, tenuously, for our own self-preservation and possibly even redemption; Scary is now afraid of the coin and for the loss of her own identity, while I want the coin back so that Scary and I can work together to redeem Iscariel.

My HC is "Repentant Ex-Denarian and His Imaginary Friend", and my aspects include "Redemption of the Fallen" and "We Won't Be Slaves Again"... but the best Aspect on the sheet is, in my opinion, "Long, Dark Honeymoon".

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Spellcasting:
A spellcaster must have a high concept related to spellcasting.  This may be compelled to accidentally hex technology.

In the Fate Core rules I've been putzing around with, I've been doing the same thing with Skill Modes. Of course, I am thoroughly misapplying the Skill Mode rules, because I've got eight or nine Modes for mundane skillsets and then seven for wizards and, like, six for non-human species.

-All attacks made with Channeling are made at Weapon:0. 
-You may increase this weapon rating by 1 for each point of stress taken.

I assume this caps at Will, or your equivalent "magic power" skill?

-You may reduce the attack roll or weapon rating by two to attack an entire zone (including yourself if you were in that zone).  This may not reduce your attack roll or weapon rating below 0.
-You may split your total attack roll between multiple opponents, dividing the total shifts rolled between them.  You make take additional stress to increase the total number of shifts by 1 for each point of stress taken, but no attack on a target may exceed the number of shifts in the original attack roll.

I like this. I like this a lot.

Note: Running Out of Gas
A consequence a caster inflicted upon himself may be compelled to prevent the caster from casting spells which do not cause stress for the rest of the scene.  In essence, he has used up his reserves and every further spell he casts causes him harm. 

Note: Fallout
If a caster chooses, he may increase any spellcasting roll by 2.  This creates a scene aspect related to destructive, uncontrolled, magical energy released by the caster overexerting himself.  Their opponent gets a free invocation of this scene aspect (they do not).

Note: Backlash
A caster may inflict a consequence upon himself and use the free invocation to increase any spellcasting roll by 2.

I also really like all of this. Very elegant.

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DFRPG / Re: Most Interesting Reasons for Powers
« on: July 24, 2013, 05:25:05 AM »
Got a backup character. Homunculus with a human soul, bound to the spirits of a Metal elemental and a Spirit of Knowledge. So that the warlock who created him could use the Internet without hexing his equipment-- Supernatural Senses (radio, EM, and infrared), a custom Technological Interface power, Inhuman Speed (combination of reaction time and efficient movement), and the ability to take the Spirit of the Century Stunts Walking Library and Gift of Tongues as powers.

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DFRPG / Re: What are your favorite aspects?
« on: July 24, 2013, 03:54:34 AM »
I'm playing a time-traveling caveman-- literally, a member of the first tribe of homo sapiens-- who was mystically empowered to serve as the defender of his tribe, and by extension all of humanity.

His first three Phase Aspects are "Every Part of the Mammoth", "Sexy Shoeless God of War", and "Primitive, Not Stupid".

I've also got a backup character if my half-dragon juvenile delinquent ever succeeds at dying-- the kid's Trouble is "Impulsive Heroism"-- whose High Concept is "Experimental Homunculus Technomancer"; he's a human whose soul has been bound with a Metal elemental and a Spirit of Knowledge, to be used basically like a smartphone by the warlock who created him.

His aspects include "Heart of Gold, Soul of Silicon", "Revolutionary Cryptoanarchist", and "Paranet Celebrity".

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DFRPG / Re: Does "Calm Blue Ocean" work on Hunger rolls?
« on: July 24, 2013, 03:34:56 AM »
Similar question. Does it work to resist the mental stress from using the Sight?

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