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Messages - Nepene

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1
DFRPG / Re: full of questions today
« on: December 19, 2016, 02:28:48 AM »
They can generally abandon their magic and their changling nature, if they prefer to focus on different areas.

Although a fae nature could be very useful for a wizard. Superhuman toughness plus an iron weakness means 4 extra physical stress slots, enough to take a serious beating or to augment a lot of spells, at a 1 refresh cost.

2
DFRPG / Re: duration of thaumaturgy
« on: December 18, 2016, 06:32:56 PM »
p266 covers it. Manouvers and solutions to problems tend to last a scene, aka 15 minutes. Some last forever, because they inflict consequences and no longer need magic (e.g. blowing up someone's heart) and some like wards last till the next sunset.

3
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 18, 2016, 06:30:04 PM »
High concept. Undead kinetomancer.

Trouble. I'm dead!

Aspects. Magical sheriff of the wild west, cursed by aztec gold, old man in a new world.

Powers. Sponsored magic (gunfu) -2 Living dead  (-1) Improved toughness (-2) catch is aztec holy weapons.

Skills. Discipline, conviction.

Endurance, Alertness

Athletics, Intimidation

Investigation, Guns

Survival, scholarship.

All magic would be related to kinetic gun stuff- absurd athletics, shooting objects, explosive blasts, trick shots and such.

4
DFRPG / Re: Nerfing wizards, advice wanted
« on: December 18, 2016, 10:18:15 AM »
Yeah. The wizards may be sad if they get taken out easily in combat and are useless at fighting, while the other people are killing lots of people and surviving.

5
DFRPG / Re: so the laws of magic and....
« on: December 14, 2016, 06:34:00 AM »
But the Laws are also more than just spheres of influence.  Breaking a Law has an impact on a person's soul which goes beyond whether or not the White Council hunt you.

Although, if you're making deals with demons, chances are, your soul has been twisted a bit...

That's not something that the book does by default. For Hecatean Hags say they don't get lawbreaker stunts despite being fairly free with such curses. Vampires who do odd things with magic on other don't get such stunts. There's clearly some leeway.

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DFRPG / Re: so the laws of magic and....
« on: December 13, 2016, 10:30:48 PM »
It probably depends a lot on spheres of influence.

Vampires and sidhe can do their thing because established powers back them.

Demons aren't organized because backstabbing and chaos and so no organized protection against white council law enforcement.

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DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 13, 2016, 10:26:02 AM »
lets consider mab and harry have a son how powerful the kid will be

Sarissa wasn't especially powerful. Harry's magical bloodline is notably potent, given what it's produced. So, probably a strong wizard.

Mantles aren't fully inheritable.

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DFRPG / Re: inhuman reflexes?
« on: December 10, 2016, 10:59:15 AM »
For reasons of in game balance inhuman speed doesn't make you better at aiming, but it probably does in the Dresdenverse. Someone who can think a hundred times faster than a human is better at aiming. So, in the books, Thomas probably has a +2 to guns.

I suppose one way you could easily model this, in a way that would again break game balance, is to have a stunt that let you shoot with athletics.

9
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: December 09, 2016, 08:00:19 PM »
Quote
I *DO* want to start with lots of unknown setting-details they can discover in-character, through play.

It was noted that they won't know most details, so they can't really contribute much to city building, choosing of characters, aspects chosen, organizations joined because they won't know the setting details.

10
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: December 09, 2016, 02:38:09 PM »
At 5 refresh worth of abilities and 4 stats what are you expecting them to do? Why does it matter to them that a bunch of japanese people are being bitten by odd vampires? Why does it matter that there's tensions in africa or whatever? The group is going to fold like a wet handkerchief against a hurricane if anything well stated glances their way.

If you want to do monsters of the week or something that's fine, but I'm not sure why your players would care about all this.

11
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: November 23, 2016, 10:23:20 PM »
Removing the leftmost stress box each turn probably isn't. Bear in mind, no attack can fill more than one stress box. So unless your opponent can blow through your whole stress track to put a consequence on you, you're invincible.

That is somewhat an issue with werewolves- they are invincible to non werewolves. It was noted as a special issue in vampires vs werewolves.

12
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: November 22, 2016, 02:27:14 PM »
The standard rules for werewolves is that they heal one bashing injury (stress basically) per round or can spend one essence (fate point) to heal a lethal wound (a low tier consequence), and can't heal quickly from aggravated wounds (high tier consequences) without supernatural abilities.

As such, to cross it over I'd probably just let them heal their leftmost physical stressbox once per round representing mild bruises and damage instantly repairing, with the option to spend a fate point to regenerate a mild consequence. That would fit most closely to the actual system used. Alternatively, give them inhuman toughness and the 1 armor represents them autoregenerating.

If you make them autoregenerate consequences you're letting them regenerate lethal/ aggrevated wounds automatically, which is going to put them at a much higher power level than werewolves in either system.

13
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: November 21, 2016, 12:33:56 PM »
Conviction can substitute for any skill, so knights are pretty flexible.

If you look at the power description for righteousness and guide my hand, it's about having a divine purpose.

So in game work out aspects that make it easy to say that a lot of stuff you're doing is part of your divine purpose.

Any sort of person can become a knight, they just need to have royal heritage and pick up the sword and be chosen. So, lots of builds are fine.

Alertness, endurance, athletics and weapons are good for fights.  Athletics is probably a key one. If you can run away and dodge attacks you can survive a lot, and getting fit is useful for a knight.

14
DFRPG / Re: Handling Water and Mortal Magic
« on: November 17, 2016, 02:13:36 AM »
Quote
But other things serve as thresholds as well.
In the broadest sense, the term “threshold”
may be given to any metaphysical barrier that
impedes or blocks supernatural power from
passing from point A to point B. A signifcant
source of running water is a prime example, as
it “shorts out” magical energies that try to cross
over or through it.

Quote
Most thresholds or other things that ground
out magical energy (like a source of running
water) have a base strength of Fair (+2).
Most public places or places used primarily
for the conducting of business have a strength
of Mediocre (+0). Sanctified or consecrated
grounds (such as places of worship) are an
exception to this, carrying a base threshold
strength of Good (+3) even if they are used by
the public, because of the energies of faith that
are directed into them.
From these guidelines, you can further
modify the strength of the threshold depending
on the circumstances of the location in question. Running the Game has suggestions about
modifying difculties (page 311); basically, every
mitigating or contributing circumstance should
add or subtract 2 from this base total.

So basically, make water a +2 threshold, with +2 for each additional factor, like it being a heavy stream, it being flood season, whatever.

Compels are also good and solve many problems. But everything can be compel'd. If you want your wizard to not have magic, you can compel them to not be able to cast while in a river they could otherwise overcome.

15
DFRPG / Re: Wanna help me build a monster
« on: November 16, 2016, 05:49:10 AM »
Mimic abilities could be fun. It eats fae, and then gains their powers.

Psychometry, to help it track down and eat fae.

Ghost speaker, so it can investigate and talk to the dead spirits of those who the fae hurt.

A custom sort of shapechange that lets it become an iron wolf, growing armor and spikes over its flesh to handle any foolish fae who attempts to close into close combat with it.

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