Author Topic: Homebrew Stunts  (Read 62024 times)

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #300 on: October 04, 2011, 04:48:48 PM »
Thanks and you're welcome, polka.

Offline computerking

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Re: Homebrew Stunts
« Reply #301 on: November 24, 2011, 04:59:48 PM »
Discipline:
Magic Missile -
Your "Breath Weapon" is a result of your magical prowess, and is controlled by your will, not your Martial reflexes. Use Discipline to target the Breath Weapon power instead of Weapons.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #302 on: November 24, 2011, 08:18:43 PM »
Looks alright to me.

Offline Tedronai

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Re: Homebrew Stunts
« Reply #303 on: November 24, 2011, 11:14:05 PM »
Seems rather pathetically underpowered, to me, to be paying 3 refresh (the full cost of evocation) to have a single spell effect, drastically reduced in power from that available to any competent evoker (limited to weapon:2, doesn't benefit from focus items or refinement...), be available without stress cost.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #304 on: November 25, 2011, 06:44:10 PM »
Disagree.

It's actually more powerful than Evocation for a character with Mediocore Conviction and Lore.

If it seems underpowered, it's because Breath Weapon is pretty lame. Not because the stunt is weak.

Offline Tedronai

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Re: Homebrew Stunts
« Reply #305 on: November 25, 2011, 08:25:18 PM »
Disagree.

It's actually more powerful than Evocation for a character with Mediocore Conviction and Lore.

See above re: 'competent evoker'
If they failed to assign any skill points to the secondary (conviction), or even tertiary (lore) skills used by the primary power of their build, of course they would potentially see more benefit from other powers.

If it seems underpowered, it's because Breath Weapon is pretty lame. Not because the stunt is weak.
I would contend that any stunt of otherwise standard usefulness (even assuming that this is such a stunt) that solely modifies a power of inferior usefulness is dragged down with that power.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #306 on: November 26, 2011, 04:31:40 AM »
But that's the thing.

In order to be competent, an evoker has to invest multiple skill slots into evocation.

That's a serious drawback, and so it's only reasonable for any alternative which lacks it to be stronger.

Anyway, if you think that Breath Weapon is bad enough to undermine any stunt building off of it you should fix Breath Weapon instead of worrying about the power of the stunts building off of it.

Offline Tedronai

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Re: Homebrew Stunts
« Reply #307 on: November 26, 2011, 08:26:15 AM »
But that's the thing.

In order to be competent, an evoker has to invest multiple skill slots into evocation.

That's a serious drawback, and so it's only reasonable for any alternative which lacks it to be stronger.

Anyway, if you think that Breath Weapon is bad enough to undermine any stunt building off of it you should fix Breath Weapon instead of worrying about the power of the stunts building off of it.

Sure thing.  And, as I expressed in the thread dealing with that precise issue not long ago (specifically with modifications to the 'natural weaponry' homebrew power), one of the first steps I'd suggest in tackling that problem would be a loosening of the skill associations of Breath Weapon.
Which would then quite handily obsolete this stunt.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #308 on: November 27, 2011, 04:50:53 AM »
Mm.

I only sort of agree.

But I don't want to argue it here, okay?

Regardless, this stunt is quite reasonable given the canon version of Breath Weapon. Therefore, it's a decent stunt.

Offline Mr. Death

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Re: Homebrew Stunts
« Reply #309 on: February 02, 2012, 04:15:26 AM »
A few that I've come up with for various characters:

Deceit:
You'll Never See It Coming - Your backstabbing nature may not be good in a straight fight, and your best offense is attacking someone who isn't expecting it. You may roll Deceit for one close-range attack, provided your target does not expect it's coming, and may add +1 to the attack roll. (I'd considered adding a 'once per exchange' stipulation, but it seems redundant, given that once you try to stab someone in the ass, it's kind of hard for everyone else around not to catch on, and thus they'll expect it.)

Playing Possum - The best defense is letting them think you're dead. After any failed defense, you may sacrifice your next turn to make a maneuver or block with Deceit to convince your attacker that they finished you off. If the failed defense results in a consequence, roll the Deceit maneuver at +2.

Discipline
I've Seen Worse - You're used to seeing gruesome scenes for one reason or another. Add +2 to Discipline rolls to keep your lunch down when faced by unexpected blood and guts.

Guns:
Short Controlled Bursts - You're trained in combat firing, and know how to put more bullets on target. When wielding an automatic weapon, you may add +2 to the resulting stress on a successful attack by firing in bursts.

Shooting Position - You know how to position yourself to steady your aim. Shooting from a prone position adds +3 to your Guns roll, but you take a -2 penalty to your first Athletics defense after firing.

Rapport
Skilled Interviewer - You're used to talking to people and getting them to open up. Add +2 to Rapport rolls when attempting to get information out of someone.

Stealth:
Jungle Camo - You're better at sneaking around in the great outdoors. When you're in a wooded area, add +1 to any stealth checks to remain hidden.

Weapons:
Quick Counter - You're nimble, and very good at drawing your opponent out of position in their attempts to lay a hand on you. After a successful Athletics dodge in melee, you gain +1 to attack with Weapons, provided you're attacking the same opponent that missed you in the first place.

This last one I would put at Weapons (since that's the character who has it's main defensive skill), but it could fit with any defense, really. Athletics would probably be the default.

Taking The Hit - You're either trained as a bodyguard, or are otherwise just that selfless. Whenever an ally fails a defense and takes a hit that would require a Moderate or higher consequence to avoid being taken out, you may sacrifice your next turn to interpose yourself, taking the blow and rolling your own defense instead, taking the damage instead of your ally.
« Last Edit: February 02, 2012, 04:17:54 AM by Mr. Death »
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #310 on: February 02, 2012, 04:36:53 AM »
Comments on each, in order:

-Why does this give +1? The new trapping seems like enough of a benefit.

-What is the mechanical representation of convincing someone that you're toast? An aspect?

-Very narrow. Could use a boost.

-Looks good.

-This is like Swing For The Fences, but more powerful and more abusable. And that's saying something. Needs a rewrite.

-Does this just boost Chit-Chat or is it broader than that?

-Why does this provide only +1? +2 would seem reasonable.

-I like the effect a lot, but the wording bugs me for reasons I have trouble explaining.

-I have no idea whether this is reasonable or not.

Offline Mr. Death

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Re: Homebrew Stunts
« Reply #311 on: February 02, 2012, 04:50:13 AM »
Comments on each, in order:

-Why does this give +1? The new trapping seems like enough of a benefit.
You're probably right. In fact, I think that's how I had it originally. I think I added the +1 on the logic that you're only going to get one shot at it in any reasonable circumstances.

Quote
-What is the mechanical representation of convincing someone that you're toast? An aspect?
I was kind of dithering on that, hence the wording saying a maneuver or a block--I have ideas about how either can be useful, depending on the situation (a maneuver would be better if you're planning to wait til he turns away, then tag it for a sneak attack, a block might be better if you're simply planning to let him leave). Do you have a suggestion?

Quote
-Very narrow. Could use a boost.
Narrow how? Do you mean it should be usable in a broader set of situations?

Quote
-This is like Swing For The Fences, but more powerful and more abusable. And that's saying something. Needs a rewrite.
So, maybe make it something like Harry's Listening stunt, where Athletics is rolled from 0 or worse when using it? I was imagining this for a sniper-type character, if that helps.

Quote
-Does this just boost Chit-Chat or is it broader than that?
I was imagining it in Social conflicts, mostly, asking questions to get specific information out of someone (this is for a reporter character)

Quote
-Why does this provide only +1? +2 would seem reasonable.
I was thinking of making it so that it'd be +1 in general wooded areas, and maybe +2 if you specify, like if it's a rain forest vs. something in the American northeast.

Quote
-I like the effect a lot, but the wording bugs me for reasons I have trouble explaining.
Yeah, I wasn't sure exactly how to word it. Any suggestions?

Quote
-I have no idea whether this is reasonable or not.
Would it be more palatable if you had to spend a fate point to use it, or if it could only be used once per scene (so you don't have someone leaping back and forth across the room to shield everybody)?
« Last Edit: February 03, 2012, 05:18:14 AM by Mr. Death »
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Offline Lanodantheon

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Re: Homebrew Stunts
« Reply #312 on: February 03, 2012, 08:17:03 PM »

Came up with this one for a Bookworm character....after she got beat up too many times.




A companion stunt to this would be, I See Everything but I have no idea what it would do.




Scholarship


Knowledge is The Best Defense: You know things. Things that will save your life in a jam that you have committed to memory. Common attack patterns, how to calculate trajectories in a firefight, the precise speed a human or monster punches, etc. You can use your Scholarship Skill for the Defense trapping of Athletics.




« Last Edit: February 04, 2012, 04:19:57 AM by Lanodantheon »
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Offline ways and means

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Re: Homebrew Stunts
« Reply #313 on: February 03, 2012, 09:00:02 PM »
Iron Palm Strike (fist): You can specialise in a martial arts which causes internal injury even through the thickest hide or armour. Add +2 to the weapons rating of your fists attacks against opponents with an armour rating.
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Offline devonapple

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Re: Homebrew Stunts
« Reply #314 on: February 03, 2012, 09:38:50 PM »
Knowledge is The Best Defense: You know things. Things that will save your life in a jam that you have committed to memory. Common attack patterns, how to calculate trajectories in a firefight, the precise speed a human or monster punches, etc. You can use your Scholarship Skill for the Defense trapping of Athletics.

Reminds me of the latest "Sherlock Holmes" films and their approach to Holmes' boxing prowess. In those films, Holmes seems to have damn near every skill trapping stunted out to work off of Scholarship.
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