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Messages - sqlcowboy

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1
DFRPG / Re: Possible benefits for Sponsored Magic: Greek?
« on: July 16, 2013, 08:53:38 PM »
http://www.amazon.com/books/dp/0674541537#_

I bought the book more or less by accident browsing through a store but it is pretty good. Lead tablets for writing curses are a must have in antique wizardry :-)

Curse tablets (katadesmoi) make for a good flavor of "potions" in my opinion.

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DFRPG / Re: Mundane and the supernatural
« on: June 03, 2013, 01:50:48 PM »
No doubt there are supernaturals involved covertly in government positions of various kinds.  I've been toying with the idea of the Black Court having a hand in the Vatican. :)

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DFRPG / Re: What are your favorite aspects?
« on: April 13, 2013, 02:46:59 PM »
From different characters:

"It's a good thing I'm pretty...."

and

"All out of bubblegum."

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DFRPG / Roll Lore or Spend FP for potion
« on: April 12, 2013, 04:06:20 PM »
YS P280

"At the beginning of each session, you may
declare what potions you have on hand to fill
those slots, or otherwise leave them open. If you
have an open slot and a successful Lore roll or a
fate point to spend, you may later declare that
you coincidentally have an appropriate potion."

What difficulty do various GMs tend to use for this roll? 

My GM said "strength of the potion" but to me, that's always equal to your Lore, so you've got a 50/50 chance of having to spend the FP anyway regardless of your Lore/Potion strength unless you have an aspect to tag for free somewhere (which theoretically you could've used to enhance the strength of the potion, putting you back in a situation where you have a 50/50 chance of failing...).  Having a higher Lore wouldn't actually make you more likely to have the "right" potion on hand, leading you to most of the time have to spend a FP.

I'm not sure where I stand on this one other than my usual default of "diff 3" for anything that isn't stated, just like you'd have to place a Maneuver.

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DFRPG / Re: Cloak of Shadows
« on: March 18, 2013, 08:02:25 PM »
By that ruling, Harry would not have had the presence of mind to unravel the spell on Murphy's fellow officer in Grave Peril, because he would be too distracted by what he was seeing.  I don't see any reason why, used properly, you'd block all actions while using the Sight.  It's got to have some leeway for using it for things like targeting veiled or illusion-bearing beings, or Harry wouldn't say it's such a good tool for piercing veils and illusions.

Now, if there was a Skinwalker nearby, you'd be fully within your rights as a GM to block all actions.  :)

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DFRPG / Re: Shapeshifter character catch question
« on: January 14, 2013, 09:59:47 PM »
My Were character has the catch "Things That Should Not Be" (things like demons, Outsiders, etc) to indicate that his nature is directly opposed by the unnaturalness of his foes.

7
Something that people seem to miss here is Isaac couldn't actually USE everything he pulled from a book.  There's a specific example

(click to show/hide)

which would lead me to believe that it'd be GMs discretion to say if he could figure out how (or have the prerequisite ability and aspects, ie Will and Lack of Fear) to actually USE a Green Lantern ring.

8
I would just start a new campaign.  Sometimes something is so irrevocably broken you can't do much more than that.

9
He left out the fact that my character, the were-dog, was being chased around by the were-squirrel.

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I know they all have ST... it was the combination with SS that made it impossible.  He was hard to hit AND resistant to injury.  None of us have any Toughness, so if we don't dodge... *squish*

And yes, we did all the tricks.  Like I said, perfect storm of bad stuff (rolls and such) sucked away our Fate.  From what I understand, one had a single physical stress point left and one had a stress point and one consequence left.  The third was dead. 

If my successful maneuver to knock one into the ocean had the effect I wanted, we would've won -- I didn't want to argue it during the session, though.

11
Ghsdkgb didn't take them directly from the book, but varied their powers.  So one was a Wizard, and one had Supernatural Speed and Supernatural Toughness.  The third I'm not sure of.  They took out our heavy hitter with one shot early in the combat, and then the one with SS and ST was really hard to take down from there for the remainder of us.

We also rolled REALLY badly in several cases, which cost us a lot of Fate.  By the end of the combat, we'd all used between 3-6 Fate each, and it was a close finish.  A few rolls that were better and we would've won (especially if we hadn't lost our glass cannon fighter so early).  There were a few things that probably should've gone differently in both directions that might've had an impact, rules-wise that we discussed afterwards.

We also are only one refresh up from Feet in The Water (Well, two after Tuesday's Major Milestone).

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At least one of us remembered to concede!  I think, long term, that will end up being a worse decision for the character though.

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DFRPG / Re: Pack Instincts useless for a PC?
« on: May 23, 2012, 01:31:02 PM »
I agree with those who say don't require it if he can't use it.  Also, Echoes of the Beast already gives him "wolfspeech" so there's no need to use it for that, especially if your campaign isn't somewhere that has lots of canines for him to "talk" to. 

My Were-dog has used that trapping of EotB exactly once.

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The session BEFORE that, though, was a laugh riot. One of our group members "accidentally" got ****-faced drunk (claims he only meant to drink this much but ended up drinking that much and was totally blitzed)

I maintain my intention was just to get a bit buzzed.  It'd been four week since we'd actually played! 

I... miscalculated how strong the particular drink I was having ended up being.

15
DFRPG / Re: RPG for complete Vanillas
« on: April 23, 2012, 05:16:17 PM »
The trick is to get your other half heavily involved as well :)

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