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Messages - Save_vs_DM

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1
DFRPG / Re: Help with Holy Touch
« on: January 06, 2013, 09:53:43 PM »
Skills
Superb (+5): Conviction
Great (+4): Investigation, Weapons
Good (+3): Empathy, Endurance, Presence, Rapport
Fair (+2): Alertness, Athletics, Contacts, Lore
Average (+1): Discipline, Guns, Resources, [ooc=Scholarship]English, German[/ooc]

Stunts
Leadership (Presence)
Riposte (Weapons)
Scene of the Crime (Investigation)

Powers
[-0] Bless This House (housed Application of Righteousness extra brings it to a +0 because the GM never uses it).
[-1] Guide My Hand
[-1] Holy Touch
[-2] Righteousness

2
DFRPG / Re: Help with Holy Touch
« on: January 06, 2013, 11:46:53 AM »
If you don't encounter them very often, you might as well drop it, and if you actually need it once in a blue moon, you can spend a fate point to get it as a temporary upgrade.

I've created a defensive power for one of the players in my pbp game, you might be interested in:

The Lord is my shepherd [-1]
Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself.
Skills affected: none, really
I shall not waver: You may spend a fate point to grant you armor:2 for a scene. This armor can only reduce additional* damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
He restores my soul: If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).

*additional means, that it can take away the stress that for example claws would add to an attack. Claws+inhuman strength would add 4 shifts of stress to an attack, with this armor active, it only adds 2. If there is no additional stress from supernatural sources, the armor does nothing. It would not, for example, work against the extra stress a regular old weapon would add to an attack. It also does not work against the surplus of an attack roll. Still good against a lot of bad guys, I think.
I actually suggested a similar power (actually it only gave Armor:2) and the GM turned that one down. I'm very probably limited to official sources only.

3
DFRPG / Re: Help with Holy Touch
« on: January 06, 2013, 11:15:40 AM »
What are your stats? And how much Refresh are you working with?

Depending, you might not need anything, a mortal stunt might be the way to go, or just having some extra Refresh might be cool. Though, on the low Fists thing, them touching you also does them damage, which is enormously cool, since having, say, Ghouls taking stress when they hit you is both useful and funny.
Whoa, wait, really? You mean it works in reverse? And I don't have to spend a fate point for it. Wow, that's actually really kind of cool!

4
DFRPG / Re: Help with Holy Touch
« on: January 06, 2013, 10:59:37 AM »
That said, if none of that stuff ever shows up...yeah, it's a waste. And your GM is being a bad GM, since by having that power (and the Faith powers in general, really) you are basically putting up a giant "Throw Unholy Things At Me!" sign on your forehead both in and out of character. Any GM who isn't taking that invitation isn't doing their job, and is straining the plausibility of the game setting given how Guide My Hand works regarding you being where you are needed.
I guess I should drop it, then. Though the ironic thing is that we finally encountered some Ghouls - only my CoG is dealing with some Greek thingies with the Scion of Prometheus. Finally a chance to shine and I'm not there. Of course it's kind of a moot point, as I didn't have any space at all to pick up the Fists skill.

So assuming I did drop it, you know any good replacements? I already tried the GM on Sacred Guardian, but he said it was overpowered and only works for Foo Dogs.

5
DFRPG / Re: Item of Power Balance Feedback
« on: January 06, 2013, 10:57:35 AM »
Matter of opinion. I'd personally say Holy is free, especially to a Champion of God who already has access to it in a variety of ways (paying for it two or more times is silly), but yeah, some people would say it's -2.
Well, that's what I'll go with. I'd rather have a weak -2 than a too strong -1. Now to see if I can't figure out how to make Holy Touch useful.

6
DFRPG / Re: Item of Power Balance Feedback
« on: January 06, 2013, 10:48:46 AM »
That version of Honor, Duty and Sacrifice are -1 Powers each (the first clearly is, the second is because it's conditional, and the third is Inhuman Recovery with a weird Catch that's at least +3 and an additional power that definitely isn't worth more than -2 and The Catch should totally apply to), meaning this version should only be -1, not -3.
Well, isn't Angelic Origin worth at least -1 refresh? I mean holy bypasses the catches of a lot of things. Surely that's worth -1. So it should be at least -2.

7
DFRPG / Help with Holy Touch
« on: January 06, 2013, 10:40:06 AM »
Long story short, I'm playing a Champion of God and I'm looking to get some use out of my Holy Touch power. The problem is, I have two things working against me. The first is that my character is really liberal Unitarian - about the only things he finds offensive to his faith are Vampires and Demons. The second problem is that so far we have not run into either of these creatures (and it doesn't appear that we'll be doing so any time in the near future).

So, how do I actually get some use out of my power I spent my precious refresh on? What tricks can I pull with it?

And if this power really is useless in this game, does anyone have a suggestion for a power swap?

8
DFRPG / Re: Item of Power Balance Feedback
« on: January 06, 2013, 10:33:39 AM »
Okay, how does this look. Is this balanced?'

[-3] Solomon's Guard
Description
When the old wise king Solomon passed from the land of the living, the guardian angel that protected him set aside its sword, its duty complete. The sword did not join its master in retirement but instead appeared to those who shared its purpose, to protect and serve.

Solomon's Guard, also known as the Shining Blade, is a short sword of angelic make. Its blade is slightly longer than a man's forearm and made of a silvery material flecked with gold that is as strong, if not stronger, than steel. Three words are inscribed in Latin on both sides of the blade: 'Duty, Honor, Sacrifice'.

Musts: You must have a calling or destiny to inherit Solomon's Guard, one that coincides with its purpose, usually is represented by a High Concept.
Skills Affected: Alertness, Conviction, Empathy, Lore, Weapons
Effects:
Angelic Origin. This blade was wielder by an angel and shared in the angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor.

Divine Light. Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one zone of mundane darkness.

Divine Purpose.  Solomon's Guard may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith. When swung without such purpose in mind and heart, the blow does not land (any attack roll automatically fails), the bond is immediately broken, and the sword falls from the wielder's hand.

Basically, the GM and player should look at the description above as a guideline for how to compel the high concept attached to the sword - your character might be tempted to use the sword for selfish reasons, and could either receive a fate point to stay his hand or succumb to the temptation and lose the sword temporarily. If another takes up the sword and swings it selfishly, your Knight is still responsible for how the sword is used, with similar repercussions.

Duty. While wielding this weapon, you cannot be turned from your duty as a sword guardian of humanity. While guarding another, this sword grants a +2 to defensive maneuvers and blocks. It also allows you to extend a Weapons block to cover nearby allies in the same zone.

Honor. This blade hardens the wielder’s honor into a tangible shield against harm. While guarding another you gain Armor:2 against all physical stress.

Sacrifice. You may spend a fate point to take a physical consequence an adjacent ally would have suffered. You may recover from these physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

It's a Sword. Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. As a sword, it possesses the damage and other attributes of any sword (page 202).

Unbreakable. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.

Discount Already Applied. As an Item of Power, Solomon's Guard already includes the one-time discount (page 167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If Solomon's Guard is the second or subsequent artifact the character gains, the refresh cost is –5.

9
DFRPG / Re: Item of Power Balance Feedback
« on: January 06, 2013, 07:53:55 AM »
Anyway, I definitely wouldn't call this item overpowered.
Sadly, he does not agree. According to him this weapon is balanced. Well, he's the one who made it, so I'm not surprised he things that. I'm actually thinking about dropping the weapon, as it really doesn't do what I wanted.

10
DFRPG / Re: Item of Power Balance Feedback
« on: January 06, 2013, 04:06:33 AM »
Good suggestions, folks. Unfortunately, the GM has house ruled that you can't put any existing powers into an Item of Power. And there's no way my Champion of Faith can take Inhuman stats of any caliber. So that solution is down.

And the reason I asked is that the GM thinks the weapon is overpowered. He wants to drop the "spend a fate point to double armor" part of Sacrifice. I just waned a second opinion to see if maybe the GM was overracting a little.

11
DFRPG / Item of Power Balance Feedback
« on: January 05, 2013, 01:01:59 PM »
I'd like to get a few more eyes and opinions on this item of power. It's for a character of mine (Champion of God, if that matters). I think it's pretty balanced but I wanted to get a few more opinions. Is it too powerful? Not powerful enough? Just right?

[-3] Solomon's Guard
Description
When the old wise king Solomon passed from the land of the living, the guardian angel that protected him set aside its sword, its duty complete. The sword did not join its master in retirement but instead appeared to those who shared its purpose, to protect and serve.

Solomon's Guard, also known as the Shining Blade, is a short sword of angelic make. Its blade is slightly longer than a man's forearm and made of a silvery material flecked with gold that is as strong, if not stronger, than steel. Three words are inscribed in Latin on both sides of the blade: 'Duty, Honor, Sacrifice'.

Musts: You must have a calling or destiny to inherit Solomon's Guard, one that coincides with its purpose, usually is represented by a High Concept.
Skills Affected: Alertness, Conviction, Empathy, Lore, Weapons
Effects:
Angelic Origin. This blade was wielder by an angel and shared in the angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor.

Divine Light. Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one zone of mundane darkness.

Divine Purpose.  Solomon's Guard may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith. When swung without such purpose in mind and heart, the blow does not land (any attack roll automatically fails), the bond is immediately broken, and the sword falls from the wielder's hand.

Basically, the GM and player should look at the description above as a guideline for how to compel the high concept attached to the sword - your character might be tempted to use the sword for selfish reasons, and could either receive a fate point to stay his hand or succumb to the temptation and lose the sword temporarily. If another takes up the sword and swings it selfishly, your Knight is still responsible for how the sword is used, with similar repercussions.

Duty. While wielding this weapon, you cannot be turned from your duty. When swung in keeping with its purpose, Solomon's Guard grants a +1 to the wielder's Weapons skill.

Honor. The honor of this blade illuminates the wielder's path. In the presence of acts this blade finds to be dishonorable, it glows fiercely, alerting the wielder to danger. It provides you with a +1 bonus to Empathy when detecting lies, +1 to Alertness while Avoiding Surprise, and +1 to the Mystic Perception trapping of the Lore skill.

Sacrifice. While wielding Solomon's Guard in defense of others, the blade hardens your Convictions into a brilliant aegis.  You gain Armor:2 against all physical stress). When facing an opponent offensive to your faith, you may spend a fate point to increase it to Armor:4 for the duration of the scene.

It's a Sword. Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. As a sword, it possesses the damage and other attributes of any sword (page 202).

Unbreakable. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.

Discount Already Applied. As an Item of Power, Solomon's Guard already includes the one-time discount (page 167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If Solomon's Guard is the second or subsequent artifact the character gains, the refresh cost is –5.

12
DFRPG / Re: Reworking the True Faith Powers
« on: June 13, 2012, 09:28:58 PM »
If you make it free, then why shouldn't every character take it?

I'd rather make it a free extra to another more powerful power.

Anyway, expect to see my versions added to the list later today.
As Silverblaze mentioned, concept is one reason. Though I suppose you could go with something like this.
Application of Righteousness [+1]. If you have Righteousness, you may take Bless This House for free if you so choose. It’s not mandatory.

13
DFRPG / Re: Reworking the True Faith Powers
« on: June 13, 2012, 03:53:26 AM »
I consider Bless This House to be almost worthless on its own, but okay.

Even if you're worried about the power level of Bless This House as you've written it, please let me remove the restriction on using both trappings of it at once. It has little effect on the ability's power, and it's inelegant.

What would you think of an upgrade that improves the protection and lets you protect others?
Hell, modify it as you see fit, I don't mind. Though in our home games we finally just decided that Bless This House was worth -0 refresh. Now we're trying to get a few more powers put together.

And upgrade that improves the protection and lets you protect others would totally be useful. Though more and more I'm starting to think that it might be better done as a new power. That way those of us who feel that Bless This House sucks can must make it -0 and add the new power, while those who think it works well can instead keep it at -1 refresh.

14
DFRPG / Re: Reworking the True Faith Powers
« on: June 12, 2012, 03:34:05 AM »
PS: What do you think of my comments on Bless This House?
They're good comments, but I think that the power is already worth a good half refresh as is. I think being able to grant someone else armor just makes it too good for one refresh. Arguably it was probably too good even without that, but the power needed something.

Righteous Condemnation [-1]
Description:  You channel a greater power which allows you to stop supernatural opposition. 
Skills Affected: Conviction
Effects: You may use Conviction to set a block against a specified action with a supernatural component. 

It probably needs some more editing after taking a break.  But to me, being able to block just about anything with a single skill is powerful.  It may even be worth two refresh - I'm undecided on that.  I don't think it needs open durations or different block mechanics.
Actually, I think that works better than what I had. I like that it keeps the defensive nature of the powers and I while it's good, it's not as good as Evocation or the like (even considering cost).

15
DFRPG / Re: Reworking the True Faith Powers
« on: June 12, 2012, 12:49:13 AM »
Wow that seems a little bit unfair as powers go, I spend a fate point to stop Merlin from using evocation for 5 rounds (8 shifts no problem).
I'd suggest rewriting it as a block.  As is it has the potential to be overpowering and worse (IMO) requires everyone to start tracking "modified refresh" (which isn't really defined).  Additional things to track just slows the game down.  Beyond that, how do you figure the 'modified refresh' of a wizard with a bunch of refinements?
All right, consensus is that this is much too good and poorly designed. This is good to know. Still, I like the concept of the power and would like to continue tinkering with it a bit.

The idea of using a block is a good one. Is this more balanced and workable?

Condemn the Wicked. You can use Conviction to perform Blocks that prevent a creature for using a single power of your choice. Spend a fate point, name a single power the target possesses, and roll Conviction. This block persists until the target overcomes it with a successful Conviction or Discipline (target's choice) roll, which can be made as a free action once per round.

Quote
Looks good. Mind if I reword these and add them to the master list?
Not at all, though I felt that my wording was pretty good. Tried to follow the books as much as possible.

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