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Topics - admiralducksauce

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1
DFRPG / FATE Core and DFRPG
« on: December 04, 2012, 12:13:38 PM »
Hey all, now that Evil Hat's FATE Core Kickstarter is open, anyone considering trying to convert their DFRPG games over to the new hotness? Any hiccups so far?

I figure this thread could work as a repository for those hiccups, either ones I run into or if anyone else is trying this.

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DFRPG / Vroom! Car Chases in DFRPG
« on: October 02, 2012, 09:53:47 PM »
Yee-haw, boys and girls. This is my attempt to split off the nascent car chases discussion from Sanctaphrax's skills thread. First up I'm copying the relevant bits I could find from there:

Quote from: crusher_bob
Part of the reason the driving skill gets no use is that there aren't any chase mechanics. Are there any good chase mechanics for other games that might be stolen?  Or does anyone want to take a crack at coming up with some?

An additional problem is that car chases work fine when you only have one or two protagonists, but tend to get odd when you have 4 or more.  One guys makes a character who's good at driving, and he expects to get into cool car chases.  What he really gets to do is drive the minivan that the rest of the team rides around it.  And if there is a car chase, the car character has the embarrasment of driving a minivan for his part of it.  Or even worse, the wizard in the back of the minivan waves his staff around and all the cars chasing the minivan suddenly explode.  All that's left for the car character to do is drive the minivan back to base, carefully obeying the speed limit the whole way.

Quote from: Sanctaphrax
As for Driving, Spirit Of The Century has some chase rules. I've never actually played SotC, so I'm not sure whether they're good, but still I'm kinda surprised that Evil Hat didn't bring them into DFRPG.

Exalted also got some chase rules in a recent supplement. They look pretty solid to me.

Personally, though, I think the lack of rules for using a vehicle in combat is a bigger issue than the lack of rules for chases. If I make a wheelman, I want to run some vampires over. Needing to ad-lib the rules for that makes me a little less keen on playing a wheelman.

As you may remember, I tried to come up with some vehicle combat rules ages ago. They were okay, thanks mostly to devonapple doing most of the work, but they were never really complete. Recently I've been thinking about taking another shot at at them.

Quote from: KOFFEYKID
I think, if I were to do Driving rules for combat I would treat the vehicle as a sort of "zone within a zone". All attacks moving from outside in would face a border penalty of a rating equal to the quality of the vehicle (tanks would be, say, 5 with a high armor as well).

Drive would modify movement based on the speed of the vehicle, and then ramming would be a contest of 4dF+Drive, Weapon Rating: Armor as an attack roll against their 4dF+Drive & Armor rating.

Attacks from inside out would depend on the vehicle, but generally would be either 0, half or full depending on the type of vehicle in question.

Quote from: crusher_bob
When it comes to dealing with vehicles, I think covering chases and crashes are more important that rules for using vehicles as moving platforms for gun battles.  The assumption with most combats is that they would be over long before a 10 minute car chase could resolve things, which would mean that actual car chases are almost always resolved by shooting at each other, never by one guy crashing, or whatever.  But most people who want car chases in their games want actual car chases, not a gun battle with moving cars as a set piece.

Quote from: me
Ever since Spycraft I’ve been entranced by the idea of simulating car chases in RPGs. I’ve worked up homebrew chase mechanics for everything from Savage Worlds to ORE, but hadn’t tackled FATE yet. This scene was pivotal, and I wanted to emphasize the monster-hunting bikers aspect of the campaign by having a chase. But because I didn’t have anything concrete mechanically ready to go, I asked the table. We felt the “default” suggestion of “best X of Y” rolls wasn’t going to be satisfying. The SOTC idea of “follow the leader’s roll” was too simple - again, not varied or satisfying enough. Each party in the chase had a stress track?  Too fiddly, and how would you handle this three-way chase if there was only 1 stress track? I felt going back to the FATE fractal was the right idea, though, and Diaspora’s social combat popped into my mind. My ORE chase rules involve participants shifting in between abstract states or range bands, and this idea mapped well to a zone map! I hastily scribbled out the following zones on our map:

Lost
Trailing
Sight
Shoot
Ram
Cornered

Abel’s men and Dallas started in “Sight”. The gang all started in “Trailing”. The idea here was if you and another character were in the same zone, you could do that action to them. I ruled that opposed Driving checks would let you move yourself OR another character, and if you beat the DC by 3 you could move an additional zone. Abel’s goons, Rowsdower and Troy, wanted to get themselves and Dallas Junior Brown into the Shoot, Ram, or Cornered zones. Dallas wanted everyone “off the map”, and tried to keep himself down towards the “Lost” zone. The PCs mostly went after Abel’s men but worked to hinder Dallas and keep him from giving them the slip. I saw a few potentially weird conditions in this thrown-together map but the problems were specific to the map I’d designed and not the basic idea.  I’ll get into that after the session writeup.

Engines roared and tires squealed as Dallas and his pursuers ripped through the strips and suburbs of Austin. It was a close thing - Dallas had a Driving +4 compared to everyone else’s +2, but the bikers used Maneuvers and teamwork to even the odds.  Rowsdower and Troy got Dallas into “Shoot” - Dallas threw the Chevelle into reverse down a narrow alley and the Crown Vic followed, headlights to headlights.  Troy carved up Dallas’ hood with a Micro-Uzi but Dallas blanketed the mercs’ windshield with buckshot. Rowsdower and Troy didn’t see Bill roaring up alongside them until it was too late. The former denarian host unloaded his Judge into both the Crown Vic’s left tires (it could’ve been damage, but Bill wanted to name the nature of the Aspect himself and so rolled it as a Maneuver). The black sedan trailed sparks as it slid into the main throughfare, unable to follow Dallas as he executed a perfect J-turn and headed for the highway. In zone terms, both Dallas and the PCs conspired to move the Crown Vic into the “Lost” zone.

Scott was ahead of the chase nearly the entire time. He saw Dallas trying to escape and swerved in front of a semi making for the onramp.  The truck blocked the freeway exit and forced Dallas back into the rat’s nest of strip malls and Whataburgers. Dallas knew he had to get these bikers off of him one way or the other.  He chanced moving Scott into the “Ram” zone (it’s like the friend zone but more violent), but it backfired.  Scott’s store of FP prevented him from falling back and clever use of saved free tags led to Dallas being forced into the loading dock at the local Home Depot.  The wheelman, a showoff until the end, put his blue Chevelle up on two wheels to fit through the loading door. Tires squealed, the car slid sideways, and Dallas parked his muscle car - hard - into the lumber aisles.

And also:

Quote from: me
I really liked the idea of using a zone map for relative positioning during a chase scene, and for the most part I think it worked out well. I’m not sure how much I liked the simplification where you moved 1 zone on any success and an additional zone if you rolled 3 over the difficulty. That could be fixed by having a series of intermediate zones or obstacle ratings, then you could simply use your Driving effort-as zones moved. I do know I liked the ability to move other participants, and that’s a key feature towards making this rules variant work. That part’s taken straight from Diaspora’s social combat, though, so I probably just need to locate their SRD and reread it a bit.

Another bugbear with the system occurs when you have A chasing B who is chasing C, like the Dallas Junior Brown chase (I can’t not write his full name). You can end up with a situation where Alice rolls against Bob but manages to end up in a zone more suited for tackling Charlie, effectively using Bob’s lower skill to bootstrap her way into an advantage. Another hiccup is that when Bob is “Trailing” Charlie, he’s automatically also trailing Alice.  Maybe a Venn diagram-style zone map would fix multiparty chases, I don’t know yet. I think the idea is sound, the maps just need some thought.

Shooting the car vs. shooting the driver: I ruled Kathryn’s attack on the helicopter pilot as a “RCV blood sack” situation. First, she has to be using a weapon that can penetrate the vehicle - no headshotting tank drivers with a rifle unless they’ve stuck their head out. Second, she needs to hit by 3 over the difficulty or have an appropriate Aspect to tag for effect, much like starting a grapple requires an Aspect placed first.

My car stats were basically just stress tracks (Armor:1, 3 stress boxes), but you could easily use the FATE Fractal to give them Aspects (“Supercharged”, “Last of the V8s”), Stunts/Powers (“Turbo Boost”), and Skills (“Maneuverability”, “Durability”, “Speed”). IMO car “skills” would work best as modifiers to the driver’s own skill. The stress tracks I kept low because it was fairly difficult to line up shots, so a successful shooting attempt should have significant impact.

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DFRPG / Warren Zevon Songs as Adventure Seeds
« on: April 11, 2012, 08:18:37 PM »
I get adventure ideas from weird places.

Werewolves of London: A famous British punk/metal/dance/whatever band is touring the PCs' city. They're lycanthropes, and when the full moon is out their hotel room isn't the only thing getting ripped apart.

Roland the Headless Thompson Gunner: Roland Tembo was a Norwegian merc who died in Africa in the 60s, murdered by his fellow CIA mercenaries. He's haunted violent conflict ever since and now he's stalking the periphery of whatever big fights might be brewing in your PCs' hometown, or maybe he's bringing chaos with him, upsetting whatever fragile status quo might be in place. Roland could work as a demonic spirit, a powerful ghost, or even something like a Dullahan (headless horseman).

4
DFRPG / Need some Advice on Pricing a Power
« on: February 20, 2012, 04:51:29 PM »
Hey all,

I've got a custom power in mind for an item of power but I'm not sure how I should price it.  I don't even have name for the power.

The Item/Power grants the user a +1 to Weapons under normal circumstances, but this bonus increases to +2 when the user is personally outnumbered 2 to 1, +3 when outnumbered 3 to 1, and so on, up to a maximum of... well, I haven't decided that either.  I'm tempted to cap it at +4.

I feel like it's a -2 power.  It can be terribly effective given certain circumstances, but a -3 power is like, Evocation, and this isn't anywhere near that level of utility.  But it's more useful than a -1 power... isn't it?  I feel like it's like 2 stunts stuck together: 1 stunt for a +1 to Weapons, and 1 stunt to cover the increasing bonuses while outnumbered.  Maybe like 3 stunts' worth of power, but that seems to fall nicely into a -2 power range.

Thoughts?  Am I way off base?  Am I not seeing really obvious exploits arising from this?

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DFRPG / Catches that repel but do not harm?
« on: November 08, 2011, 04:37:58 AM »
I may be missing something obvious here, but what's a good way to model a catch like the ghosts on Supernatural?  If you blast them with rock salt or swing iron through them they dissipate temporarily (it seems for longer periods of time for younger or weaker spirits) but the salt/iron doesn't actually hurt them at all.

I don't see it as a Compel; after all, ghosts on the show cannot "refuse" dissipation when struck with salt or iron.  It always works.  You just can't "kill" a ghost with these methods (that Catch is salting and burning their physical remains).

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DFRPG / Do people allow Athletics as a melee/close-combat defense?
« on: October 17, 2011, 08:54:56 PM »
Like the subject says, do you allow Athletics as a close-combat defense skill, or do you require a Weapons or Fists roll*?

*Assuming there's no stunt involved that explicitly says "use Athletics to dodge swords".

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DFRPG / Hacking DFRPG: The Cyberpunk Heist
« on: September 09, 2011, 09:31:43 PM »
Hey all,

I'm posting this here rather than rpg.net because 1) You guys know DFRPG and that's the game I have, 2) I don't want to wade through 27 posts of "use Leverage! Use Strands of Fate!  Use fucking Exalted!" and 3) I don't know how I do it or what I did in the past, but either I'm on more people's ignore lists than I think or my posts are forum poison.  :)

I have it in my head that I want to tinker with DFRPG and present it to my brother to run a "cyberpunk heist" game.  He got Deus Ex and so has sneaky transhumans on the brain.  I'd appreciate any comments on the following ramblings.  Please keep in mind my tabletop group is usually 4 people with a sometimes 5th, I like "Up To Your Waist" as a starting power level (7 refresh/25 skill points/Great cap), and only have SotC and DFRPG (although Diaspora's SRD is somewhat known to me).  I'm also not even touching the cyberpunk/augmentation stuff yet; this is primarily heist-focused.

---

How do we want to divide up different heist roles or niches?  We’ll assume a 4-5 player party, so we should have, say, 4 main roles with 2 additional roles that could be useful but a 4-person team should be able to get through.  Leverage has the Hacker, Hitter, Grifter, Thief, and Mastermind.  Even then, the Mastermind is more of a metagame-level role, so let’s ignore that and map the Leverage roles onto their Deus Ex “pillars”: Hacking, Combat, Social, and Stealth.

Spycraft’s classes map okay: Fixer, Soldier, Faceman, Pointman, Wheelman, Snoop.

Wheelman is cool but honestly the driving part of things happens around the heist except for very specific heists.  Likewise, Soldiering is good to have as a backup but it’s typically not the initial plan.

Fixer: casing the target, knowing people, getting gear
Soldier: combat, tactics, physicality
Faceman: social engineering, infiltration, disguise
Pointman: analogous to Mastermind.  The “leader” role.
Snoop: intrusion, stealth, hacking

The Leverage breakdown is better, so let's use that.  Assign existing DFRPG skills (26 in total) to each role:

Hacker
Craftsmanship
Scholarship
Investigation

Hitter
Athletics
Endurance
Fists
Guns
Might
Weapons

Grifter
Contacts
Deceit
Empathy
Intimidation
Performance
Presence
Rapport

Thief
Burglary
Stealth

N/A (or at least not central to the heist theme)
Alertness
Conviction
Discipline
Driving
Investigation
Lore
Resources
Survival

---

Next step: How much of a default DFRPG 7-refresh / Great-skill-cap / 25 skill points / “Up to Your Waist” character build do these roles take up?  You can make a passable Hacker/Thief, especially if you use Stunts to strategically remove the need for certain skills.

+4: Scholarship, Burglary
+3: Investigation, Stealth
+2: Craftmanship, Athletics
All you need is the Cat Burglar stunt and you really don’t need Stealth at all.  And Athletics would be good for the Thief, but it’s VITAL to a non-stunted Hitter for ranged defense so it goes in that column.

Meanwhile, a Grifter or Hitter’s skillset is going to consume their highest skill picks all by themselves.

+4: Rapport, Deceit
+3: Empathy, Presence
+2: Intimidation, Contacts, Performance

I think if you had four skills to cover a role’s responsiblities (with a fifth as a “nice-to-have” or an easily stunted-away option), it would allow enough crosstraining that people wouldn’t feel pigeonholed nor would it allow too many jacks-of-all-trades.  Let’s look at the Hitter, and what he’d use each skill for primarily:
Athletics -> Defense
Endurance -> Physical Stress
Fists -> Melee Attack, Melee Defense
Guns -> Ranged Attack
Might -> Grappling Attack
Weapons -> Attack, Ranged Attack, Melee Defense

Despite thinking of fighter-types as strong, we can put Might in the “nice to have but not essential” category.  That leaves us with making a hitter tougher, defending against incoming attacks, and making attacks on others across a variety of ranges and with various implements.

If we use Stunts to pare down our skill picks, we can make a Hitter pretty efficiently:
+4: Weapons, Guns
+3: Endurance, Might
Shot on the Run (dodge trapping moved to Guns), Anything Goes (never forced by circumstance to be unarmed, thus removing the need for Fists entirely).

Perhaps even using a Stunt to increase the range of thrown weapons and taking a Footwork-analog stunt for Weapons could let us ignore Guns entirely.  Or use Fists, take a high Athletics, and use a Stunt to use thrown weapons off Athletics.

Hmm.

Actually, 6 skills seems to be the sweet spot here, not 4.  A few Stunts in the right place can really remove the need for so many skills, which frees you up to cross-train.  Or you can take the full gamut of that role’s skills and use your Stunts to further increase your capabilities.  With that said, I’ve never liked the whole “when do I roll Rapport/when is it Empathy/when should it Presence” muddle.  Let’s combine a few of those, and we’ll need to expand the Thief and Hacker’s skillsets so they’re comparable to the Hitter and Grifter.  By the same token, we should pare down the skills that aren’t central to the heist theme.  Lore, for example, is out of here.  The mental stress skills aren’t as important when there aren’t psychic powers going around, although they might be useful for cyberwear’s stress on the mind if we go that route.  If we do drop mental stress, let’s call social stress Composure like in Diaspora.

---

And that's where I am.  I'm wondering if I'm making some serious errors in my assumptions so far, and if you guys have any suggestions about where and how to branch out the thievery and hacking portions of the roles.  Or if I'm really missing some interesting heist roles that should be considered.

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DFRPG / Spirit Form question
« on: July 06, 2011, 06:23:38 PM »
I'm trying to wrap my head around part of the Spirit Form power.  Specifically:

Quote
You must manifest
visibly to truly perceive anything “useful”
about the world around you.

I understand this - In order TO see, you have to be able to BE seen.  But what does the opposite entail?  Does a spirit form have any senses at all while they're intangible?  Is it just black oblivion until they manifest?  Can they move blindly about?  Can they hear?  Can they speak?

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DFRPG / Supplemental Movement Question
« on: June 23, 2011, 05:31:57 PM »
Hey all,

I have a quick rules question.  I've got John and Jane, and they are in melee combat in the same zone.  For John's action, he moves 1 zone away and that's it (for purposes of our example, anyway - maybe he does a navel-gazing maneuver or something).

On Jane's action, she moves 1 into John's zone and attacks.  Jane's attack is at -1 for supplemental movement.

Is John's defense roll also at -1?  To put it another way, are defense rolls modified by movement?

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DFRPG / Random tables with 4dF
« on: May 25, 2011, 05:54:21 PM »
I found this thread on rpg.net and wanted to share it.  Dude has a pretty neat setup for using the positive, negative, and neutral axes on a 4dF roll to make some random tables.

Note: I didn't come up with this, I'm just sharing the info with you guys.  It seems counter to FATE's narrative-based, you-all-agree-what-you-want initial impression, but I think there's plenty of room for some random charts in DFRPG.  Flavorful randomized spell trappings for NPC wizards when you don't have time to do a full writeup but you want something more than, "durr, they use... uh... fireballs... I guess."  If your group can't be arsed to do city creation all the way through you could generate the starting status quo of the major players and factions.  Plenty of uses here, from top-level to minutiae.

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DFRPG / Instant Thralls! Just add Evocation!
« on: April 07, 2011, 03:29:56 AM »
Hey all!

It's quickly approaching time for me to threaten my group again, and I've decided to go with one PC's nemesis.  The specifics of what or who it was were left vague, just something bad he encountered in Afghanistan that turned the PC's unit on each other.

I'm thinking warlock, geared towards mental domination and stuff, and just had a quick question.  Is mind controlling, say, everyone in a bar (call it a zone) just a matter of enough Evocation shifts to Take Out the people with a +2 shifts for a zone area of effect?  That the Taken Out effect being "you're all mind controlled thralls and do what I say now" is enough to whip up some instant minions for this bad guy?

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DFRPG / Constant Compels from Certain Maneuvers?
« on: March 17, 2011, 02:59:57 AM »
Apologies if this has been covered already, my brief search didn't turn up an answer.

Here's the situation.  The hero applies the aspect "Disarmed" to a villain with a maneuver.  Next round, let's say I Compel the Disarmed aspect so the villain can't use their (much higher than their Fists) Weapons skill.  Makes sense; their chainsaw or whatever is over there and not in their hands.  Next round, do I simply compel the villain again?  It seems kind of weird for such a maneuver to result in a FP fountain.

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DFRPG / My Villain Cries When He's Out of Fate Points
« on: February 04, 2011, 04:20:41 PM »
Actually more like replace the C in "cries" with a D.

I've been adhering very strongly to the conceit that "monsters have nature" for my villains, and thus so far my Red Court villainness and my Denarian nemesis were given no Fate Points when they went up against my PCs.  Granted, they might get a few in combat from compels and whatnot, but without Fate to spend, there doesn't seem much a point to villains even having Aspects for the most part.  Maybe I'm doing it wrong.  What do you guys do when you have negative refresh monsters?  Do you treat them as being on a higher refresh total to begin with?  Do you just toss 'em some FP at the start of the session and that's what they get as a baseline?  Maybe I'm not giving them enough supernatural powers to begin with either.

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DFRPG / Show Me Your Maps!
« on: January 21, 2011, 05:08:43 PM »
Hi all,

I'm trying to get a handle on mapping for my DFRPG game, and I feel like the actual zone map is an opportunity for introducing subtle tactics that I'm just not getting yet. So post any maps you've used for FATE games in the past (it doesn't have to be from DFRPG; it could be social or platoon maps from Diaspora for example). Or just describe some of the more successful designs (or painfully bad designs) you've seen or used.

15
DFRPG / Adjudicating Blind Fire
« on: January 16, 2011, 02:39:35 PM »
Hi all!

A sticky situation came up in my game last night, and I thought it was tricky enough to rule on that I'd post it here for better ideas.

Two guys with drum-fed assault rifles are outside a run-down slaughterhouse shooting through the walls into the interior.  There's another guy with the same weapon (for this example anyway) firing through the walls back outside to the first two shooters.  We've already decided that the building walls are really only serving to conceal each person's location ("Rundown construction" placed earlier) rather than provide any sort of armor or hard cover.

How would you run this?

What ended up happening for us is that the two guys outside used their first actions to Maneuver aspects of "Flying Lead" and "Hail of Bullets" on the interior of the building.  Then they made attacks the next round, and I felt weird not applying any sort of modifier.  I didn't, however, and as it turned out the shooters' rolls were good enough to hit without tagging their Maneuver aspects.  It just felt weird that blind firing didn't do anything mechanically in game.  I ended up compelling everyone to be "out of ammo" so I wouldn't have to deal with the weirdness, but I wish I could think of a better way to handle that.

Maybe someone could Declare an Aspect of "Blind Firing" or "Total Concealment" and compel that to have the attacks miss?  But what if the shooter wanted to tag the "Flying Lead" Aspect at the same time saying that there are so many bullets it doesn't matter that they can't see?  

Can you buy off a compel with a tag like that?  Given no Fate expenditure, would firing through walls like that really not be any different from seeing your target?  I know I flubbed on something obvious here but I'm not seeing it.

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