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Messages - jackbythesea

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I was thinking of a Lore stunt something along the lines of Always Prepared: Spend a fate point to have on you/be able to improvise from the scenery a weapon that meets the Catch of any creature that you've just IDed.

I, personally, wouldn't allow a stunt like that. It's more or less All Creatures Equal Before God, and that costs -3 refresh in addition to the fate point requirement. I know there is the caveat of needing to identify the creature first but its still not balanced enough in my opinion.

If you want something similar I'd go with a stunt that gives a +2 to Alertness Declarations when identifying a possible Catch material in the environment, and take Occultist with +1 to finding monster's weaknesses and an additional +1 to identifying a monster's Catch. Similarly still take the Occultist stunt and add something like swap out Resources for Guns or Lore to declare you have a certain Catch already on hand. I think you get a lot more mileage out of those stunts, cause no matter how much you look around the woods you aren't going to find a token of True Love or inherited silver (both actual creature Catches) but you can Declare you snagged either of those before you met up with the creature. :P

Maybe even a weapons one for being able to leave the Catch weapon stabbed into the creature in order to lessen their powers/cause ongoing damage or something similar?

I'd say just a full Weapons:2, the general rule for any stunt that augments an attack skill is it either increases accuracy +1 in a specific situation or increase the weapon rating by 2 in a specific situation.

The second one, three members of the group are playing Changelings (one Pixie, one Goat Gruff and one Redcap) and they're all going straight for "As Fae as possible", spending all of their points on Powers (they wanted to play full Fae but that's not really doable).
What do people think of the idea of making them all choose a Court (Summer, Winter or Wyld) that they are in some way tied to ("All those powers of yours, must be tricky to live in the Mortal world, how about we provide you with money, a refuge, that type of thing, and in exchange you do odd jobs for us" type of thing), since it's pretty obvious which way they would Choose and so the courts will no doubt want to get their hooks in early.

Reasonable idea, or just imposing unneeded restrictions?

In general, its a good idea not to make a player do anything unless they are blatantly abusing or breaking the rules. But when playing a changeling, it is very interesting potential plot hook to see how their Court relates to them. Usually, its a case of their parents trying to influence them into making The Choice but it can also be a more benevolent friendship depending on the type of Sidhe. Its confirmed in dresdenverse that redcaps are Winter, gruffs are Summer and pixies have no particular allegiance, many are Wyld but there are Summer and Winter of both. So discuss it with your players, maybe ask if they would be interested in making it one of their aspects or if its relevant enough to them, their trouble.

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DFRPG / Re: alright been mashing rules
« on: April 26, 2015, 06:54:45 AM »
How exactly does this new mechanic work? Sounds like the custom power used to model Aristedes' magic.

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DFRPG / Re: The Take-Out Chain Game
« on: April 07, 2015, 10:09:35 PM »
Just after you finish an impromptu musical number, a massive twister sweeps you, your house and your little dog too off to a far away land. You and your dog wind up relatively unscathed, but a local witch finds herself on the wrong side of your house as it lands.

5 shift Weapons: 4 attack from a descending guillotine 

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DFRPG / Re: Faeries, their Knights, and a couple vampire questions
« on: April 04, 2015, 06:53:01 AM »
1. I agree with everything you have to say up until your last point. I don't think that you they have to give the whole truth. They are under a stronger compulsion than usual to answer the question and will therefore probably offer up more information but they can still exploit the way that the question is worded. Remember isn't not that the Sidhe don't recognize the spirit of the question and choose to adhere to the letter, its that they only understand the letter of the question. Also, I think you need some fraction of the creature's name in order to do this.

2. That's right, but that in their nature thing is really stressed. Fetches might go around killing people willy nilly without repercussion but I'd if Lea just iced someone flat out, without provocation, she would probably take on a the price of a weregild because of it.

3. Well the hardest is part is we don't know the duties of each of these stations. It's specifically stated Maeve has duties which she needs to attend to, one that are crucial for Mab to be able to fulfill her's. Largely I think its more of a matter of power, the Knight can choose to disobey any order. In Summer Knight, Maeve has to put in a great deal of effort to place a geas on Lloyd Slate. So in a battle of wills, you have a chance to win against the Lady of your Court, but if you are talking about a Queen or a Mother you have little to no chance. That is why Harry is so flippant with Mab, he knows if she wanted to she could make him do something he didn't want.

4. Kind of answered that in the last response. I would personally discuss it with the player, it would be a compel mechanically speaking, but the difference in the consequences of resisting Maeve and Mab are exponentially different. That could lead to an interesting campaign though. Generally, even though it may be in the nature of a powerful NPC to extort a character in this manner, its best not to let that bleed over into mechanical side of things. Fate and DFRPG are more about collaborative story telling than that.

5. Yeah this is a really hazy line. This kind of choice should be made with the player and GM but the mechanics of the game make it so it is possible for it to happen accidentally. If a RCI pushes their hunger stress too far and have a huge check to make without that aid of fate points you can: let them make declarations to help, allow other players to maneuver/spend FP on their behalf or give them fate points in exchange for auto compels down the line. Mechanically this is what happens when Susan almost turns, it is Harry's player who stops her from turning. So its certainly possible to prevent this kind of thing from happening. I think it would be a really cool thing for a party actually for them to come together after an intense fight to bring one of their fellow combatants back from the brink of losing themselves.

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DFRPG / Re: Stats for NagaAiravata?
« on: March 31, 2015, 11:08:25 PM »
Figure something out that works for your players; but if Dresden considers fighting her to be worse than useless, it should be a safe bet that your PCs won't fare any better.

I wouldn't say it would be useless. Michael took down a Dragon, all thanks to the Sword of the Cross. If you have the right group of PCs, with planning and timing, they could take on the Naga. The fight might be more of a gamble than an assured win. Maybe that is the climax of the campaign, the PCs spend their adventure researching and devising a means to take down the Naga and then its time to execute the plan. If the PCs just happen on the Naga, I agree, it might be better to run than fight but that doesn't mean you shouldn't stat her at all.

Naga Airavata

High Concept: Naga Arbiter of the Unseelie Accords
Trouble: Chafed by the Bond that is My Word
Older than Time, Stickler for Manners, Seen it All

Skills:
          Human Form
         +5 Rapport, Intimidation, Conviction
         +4 Presence, Lore, Discipline
         +3 Scholarship, Contacts, Empathy
         +2 Deceit, Craftsmanship, Performance
         +1 Endurance, Athletics, Might
     
         Snake Form
         +5 Fists, Might, Athletics
         +4 Endurance, Alertness, Stealth
         +3 Survival, Rapport, Intimidation
         +2 Conviction, Discipline, Lore
         +1 Deceit, Presence, Empathy

Powers:
[-2] Swift Transition
[-3] Evocation (Water, Air, Earth)
[-3] Thaumaturgy
[-3] Refinement
[-1] Beast Change
[+1] Human Form:
 [-2] Hulking Size
 [-4] Supernatural Strength
 [-4] Supernatural Speed
 [-1] Claws
  [-2] Venomous 
 [-4] Supernatural Toughness
 [-2] Inhuman Recovery
  [+1] Catch: Garuda Talons or Feathers
 [-1] Echoes of the Beast (Snake: Can see heat)

Specializations:
Evocation: +2 Water Control, +1 Water Power, +1 Air Control
Thaumaturgy: +2 Biomancy Complexity, +1 Biomancy Control, +1 Divination Control

Focus Items:
Twin Bracelets: +1 Defensive Water Control, +1 Defensive Water Power
Ruby: +2 Biomancy Complexity

Refresh: -30

Notes: Aspects could use some more work, but my copies of Goblin Ghoul aren't handy so that's the best I can remember. Stat wise, in human form she is a serious challenge socially and has a great deal of knowledge as well. In snake form she is a deadly physical challenge: She always goes first, attacks with 5 shifts of Weapons: 6 damage with the option of making it Venomous, very tough but a bit easier to hit, doesn't heal that fast though. Swift transition covers her disappearing trick pretty well. She might be less tough, or fast than statted, the physical is all based on how I think a giant snake would be represented.

The magic and refinement is totally speculative, she might just have some variant of Sponsored Magic. I would add a stunt or two but the refresh was getting tight. If you wanted a lighter version, replace the magic with Sponsored Magic, and reduce one or more of her Supernaturals to Inhuman.

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DFRPG / Re: Statting up Intelluctus
« on: January 21, 2015, 06:54:31 PM »
Eh, I think -4 is way too expensive.
Maybe its too expensive for a different way to model things but for what I wrote I thought -4 was a fair pricing, maybe -3.

I've got a PC with Intellectus in Central Park over at RagnarokNYC and we handled it as a -1 Supernatural Sense power and use it to make declarations w/ Lore....
Perfectly valid way to do things, I just wanted a better way to represent the broad range of applications intelluctus can in a more mechanical way. Harry uses the power numerous times in the books to provide a critical advantage in the story. So much so, that in my opinion, it warrants more breadth than just Declarations.

Considering Demesne is a -1 power and lets you do everything you could do with Intellectus plus more, -1 is the most I'd pay for it. Unless your use of Intellectus comes up in every scene, it's definitely not worth -4. Maybe -2 as you have it written....but I prefer just setting it as a Supernatural Sense and calling it a day. Why make things more complicated than they need to be?
That's a good point, but Demesne is only applicable to one specific part of the Nevernever. Unless your adventure never leaves that one place than you aren't going to get too much utility out of the power either. But conceptually the power is very similar to Intelluctus and only costs -1.

I guess it really comes down to the utility of the power as you mention. There is a lot rolled up into what I have written, but if it is barely used than it might not be worth the refresh. It was more that I thought the ability had a broad range of applications that could be better modeled than with just Lore declarations.

So is it over complicating things? Maybe, but I've never run a game with intelluctus or tested this power. But thank you very much for you input  :)


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DFRPG / Statting up Intelluctus
« on: January 21, 2015, 03:13:13 AM »
So I was playing around with the idea of intelluctus and I decided to give a write up a shot. I know its been attempted on the forum before but I can't find those posts because the search engine isn't exactly the best. So thoughts, suggestions? Any and all comments are welcome.

(click to show/hide)

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DFRPG / Re: Constantine by way of Dresden RPG
« on: January 20, 2015, 11:23:20 PM »
I agree with pretty much with what has been said so far, expect for the take on his magic. It's made pretty clear that John knows a certain degree of magic. Though magic in the show is shown very differently than in Dresden so I won't say he qualifies for full thaumaturgy either. It seems like he knows a mix of occult lore and tricks than really significant personal power. I'd give him Ritual: Crafting and maybe on Refinement and just have them all as potion slots to simulate his maigcal abilities.

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DFRPG / Re: Supernatural Senses
« on: January 10, 2015, 01:09:57 AM »
Here's my personal opinion of Supernatural Senses as a power. They're pretty simple mechanically, roll the sense and the quality of the roll dictates the quality of the information you receive. Technically every character can use this mechanic for the five regular sense. If there is something special about your senses than you take Supernatural Sense.

From what I can tell about your question is you're asking, if RAW, is saying that if I take Strange Sense and say I can smell fear and then take Strange Senses and want to be able to smell fear, hate and be able to see infrared light, is that allowed. If I am right interpreting your question than your question than the answer is no, you need to take a separate Strange Senses for one refresh and then build on that separate thematic tree with Strange and Broad Senses.

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DFRPG / Re: Aspects with holy fire?
« on: December 14, 2014, 11:16:07 AM »
Just purchase Breath Weapon and then Holy Touch and then your attacks satisfy the Holy catch along with dealing an extra point of Weapons damage. It's also fits the flavour for an angelic scion to be classified as holy.

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DFRPG / Re: Request A Character
« on: November 05, 2014, 06:57:01 PM »
A terramancer, aquamancer and pyromancer at Submerged level with Channelling and Ritual of their respective elements but the remaining -5 refresh taking other powers to represent the expression of their magical abilities. I worked out an aeromancer like:

[-2] Channelling: Air
[-2] Ritual: Aeromancy
[-2] Inhuman Speed
[-1] Fleet of Foot
[+1] Human Form:
[-3] Gaseous Form

If three are too much just pick one.

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