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Messages - Jeckel

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61
DFRPG / Re: # Consequences
« on: June 20, 2010, 09:29:40 PM »
^
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That is a really good explanation. :)

62
DFRPG / Re: Jumpers
« on: June 20, 2010, 08:19:31 PM »
I prefer rping with concepts and creatures that aren't described in the books. The books are totally awesome, but me and my group are more interesting in exploring the rest of the universe then playing the canon stuff. I don't see any reason that jumpers couldn't exist in the Dresdenverse, the nevernever is infinite and the the mundane world is much larger then Chicago and the few other places touched on in the books, no reason the jumpers and million other kinds of supers couldn't exist and never get a mention in the canon.


Its been a long time since I've seen the movie, but I like the concept and if you post up some kind of template to start with I'll be will to offer what help I can. If you do just develope it off-line, then please share when you get it done, there are plenty of us that can take just about anything and spin it into our stories. :)

63
DFRPG / Re: Shifts to Stress - optional or not ?
« on: June 20, 2010, 08:11:28 PM »
I've always allowed players to declare before they roll the attack that they are trying to do little damage. Then, if they hit, they can state how much of the possible damage is actually applied. I decided before my current campaign started that I would continue to allow this since it doesn't seem to break anything.

64
DFRPG / Re: Sample Stunts
« on: June 18, 2010, 07:29:51 PM »
Any chance of us seeing that compiled list? It would be a great benefit to the community at large.

Ah, there is more then a chance, but not right now. Probably some time in July, but definitely not before the books are officially released, that would just seem like an abuse of the preorder pdfs. That said, I might write up a quick list of the stunt names and their page numbers to post in this thread, but it will prob be a few days, as my plate is a little full in real life. :)

65
Heh, put the words 'Soul' and 'Reaper' in a tread title and I'm sure to happen through at some point. ;)

Good point about the amount of stress. Heading to bed now, will think about it tomorrow and post a rewording when I get home. Off the top of my head, and in need of sleep mind you, I think the part about "cannot be blocked or reduced" should be changed so it is a normal mental attack of Discipline vs. Discipline with the shifts of stress being decided normally. Is Discipline even the skill that should be used to make a mental attack? I think about it tomorrow and do some research in the book, but any suggestions or ideas are welcome, mental combat is still kinda outside my experience.

Thanx, I'm glad you like what we've put together, I know I'm going to use the crap out of this template and I hope others enjoy it as much. :)

66
DFRPG / Re: Custom True Faith power
« on: June 18, 2010, 06:45:14 AM »
Yes, very nice. I love me some True Faithers. 8)

67
DFRPG / Re: Sample Stunts
« on: June 18, 2010, 06:40:37 AM »
I love the idea of Sure, I give up :) Two quick thoughts on it though.

Thanks, I do to. Already working up a NPC to use it in my next session. :)

1. I would change 'Deceit may replace Guns' to 'You may use your deceit skill when rolling to attack'. I'd also say it's worth noting that the stunt can only be used once in any given scene unless there is very good reason. Someone is unlikely to fall for it twice.

Done and done. I kept the wording a little more general then once a scene, but the same concept comes across.

2. I don't think you need to mention the aspect use, I think any character with this stunt should have a relevant aspect or high-concept they can use anyway and those that don't probably shouldn't get the +2 bonus. For instance 'Now you wouldn't hit a man with glasses' or 'please don't hurt me mister' or even 'argh, my{moderate consequence}, I can't move!'. A big bruiser type wouldn't be able to make someone believe without a good reason, if they have a high deceit skill they've probably got a good reason in their aspects already and if they don't then they don't deserve the +2 anyway.

I agree it is likely that a lot of characters with a high skill will have an aspect, high or otherwise, that relates to that skill, but one doesn't require the other. Either way, spending a fate point as part of a stunt is justification enough for an extra 2 shifts on a successful attack, at least in my opinion.

68
DFRPG / Re: Sample Stunts
« on: June 18, 2010, 06:16:34 AM »
Spray attacks seem inherently situational and often come 'free' on certain varieties of guns, so I can see not charging too much for the ability. 

True, but it is also pretty tough to do a spay attack with guns that don't do it for you... but thematically I have to agree that the cost to value is fair on their version.

What I am thinking is to change my stunt to do something like, "Requires Blaze Away. On a successful spray-attack with a firearm normally incapable of doing so, gain 2 shifts to the roll."

69
Since I heard it mentioned else-thread, let it be know that this thread is Immortal. So fear not, raising it from the depths of the nether-pages requires not an ounce of necromatic power. I'm a slow poster, so a thread falling to page two or three doesn't mean much to me. Heck, if I have something to say, I'll happily pull a thread back to life from the bowels of the fabled last page. ;)

Either of those sound like acceptable solutions?

If there are no opinions either way or suggestions of how else to handle it, I'm going to default to something like:

Dark Quickening: If you have three or more Rulebreaker abilities in any combination (i.e., if you’ve broken three or more Rules, sporting a Rulebreaker ability for each one), your Quickening becomes so tainted that for another Immortal to absorb it is harmful to them. When an Immortal takes your head, roll your Discipline to make a mental attack that cannot be blocked or reduced. The Immortal victor must also spend a fate point or immediately acquire Rulebreaker (fourth) as a power.




70
DFRPG / Re: Sample Stunts
« on: June 18, 2010, 04:51:31 AM »
Just a quick note. I've been compiling all the new stunts in the Our World book and it seems that my Rapid Fire stunt is very similar to the Blaze Away stunt on OW:221, except the latter is defined simply as "You can use any firearm to make a spray attack, even one not normally capable of doing so." I personally prefer my version as the OW one seems to broad, but thought I would point it out now that I noticed it.

Seeing some nice stuff in here, gives me lots of ideas about plots to use the stunts. :)

71
BTW, I'll PDF the thing with pics if you shoot me the whole list.  Not sure where I would post it though.

I'll think about it. I believe Jeckel may be doing something like that, site and all, but he might be willing to accept some help...

Yea, I've been working on displaying the animals in HTML, but with an eye toward other ways to display the info I'm storing each animal in its own xml file. Shouldn't be to hard to write a small script to turn the xml files into any desired output format.

I've been thinking that pictures for each animal would be very cool, and I love pdfs. Send me a private message Ravangames, I'm curious as to how you were planning to do the pdf version and I have a current list of posted animals that might help ya. Heck, at the very least your pictures could make my pages better and I can offer a place to host your pdf. :)

72
DFRPG / Re: Sample Stunts
« on: June 15, 2010, 08:37:26 AM »
Got some more stunts. They are based on some of the ones posted by DesertCoyote and take what was posted after into account. Thanx for the ideas and Card Shark is awesome, I'm definitely using that in my next session. 8)

Deceit

(based on 'Road Agent's Spin')
Sure, I Give Up: Whether it's something in your voice, a trick with your weapon, or something similar, you have a knack for feigning surrender and turning it into an attack. When disguised as surrender, Deceit may be used to make a physical attack, replacing the appropriate skill (Fists, Guns, Weapons). When successful, the spending of a fate point grants an additional 2 shifts. Few people would fall for this trick twice, and a good justification should be given to even make the attempt.

Stealth

(based on 'Lived with the Natives', based off of 'Blend In')
Native of the Land (Specify): The land and you are as one. If there is a sufficient way to hide in the surroundings, gain +2 to your Stealth rolls for a particular broad type of environ (desert, forest, grassland, jungle) specified when this stunt is taken. This is particularly useful when Shadowing (page YS:143) someone through your chosen habitat.

Weapons

(based on 'Saloon Brawler')
Barroom Brawler: Even a spoon is dangerous in your hands. When using improvised weapons taken from the current location (chairs, bottles, utensils, pool-cue) receive +1 to Weapons skill. Common items used as weapons don't tend to last very long, any given item lasting no longer then the current scene and some surviving no more then a single blow.

Nimble on Two Wheels (Athletics): Use Athletics instead of Driving when attempting maneuvers on a motorcycle.

Nice, that looks like a good one. I know my NPCs would like it as my players really enjoy running down motorcycle-bad-guys with big metal cars. ;)

Fate Point Utilizing Stunts: I'm pretty sure there are no specific rules, actually. Though tacking a +2 on top of whatever the effect would be if it didn't cost a Fate Point seems to be a good barometer.

I have barely touched Our World, but the only thing I have found on fate points and stunts is YS:149, the last one in the list.

Quote from: YS:149
Get a more powerful effect, but only when you spend a fate point. Usually only allowed once per scene.

Example: Killer Blow – Add 3 to the damage of a Fists attack on a successful hit, once per scene, for a fate point. This stacks with any other damage-increasing stunts for Fists.

I going to use the "handle with care" approach for now.

73
DFRPG / Re: Different Times and Places
« on: June 14, 2010, 10:34:04 PM »
I ran my first campaign in the late bronze/early iron age, lots of artifacts. It worked out well as the intro setting as all the guns and tech stuff could be ignored.

I just started the next campaign with picks the story up with new characters in the late 1880s, I'm planning to pull some stuff from Deadlands (and am now going to look into Grim War for plot ideas, thanx EldritchFire).

Next I'm planning to do the 1920s focused around US immigrants, gangsters, and prohibition.

After that... not sure. Maybe one of the world wars or I might skip to 1999 and do something about the millennium change.

All in all, I've found this to be one of the easiest systems to bend into different time periods and I look forward to giving a far-flung future type setting a try.

74
Had a good session last night. Started with the player killing some coyotes that were attacking one of the cows. The player got some good rolls and was able to take out two of them with his rifle, his dog Scooter used its 'Big Doggie' aspect and was able to kill another of the coyotes and the last coyote gave up and was able to escape with a few good athletics rolls.

Later a pack of wolves attack while the player was traveling. The wolfs attempted an ambush, but the player's horse rolled good and alerted its rider. The player decided to escape, and pushing the horse to the most (a series of endurance rolls for the horse and survival for the rider). Both rider and horse gain a little stress and as did two of the wolves, but the dice were kind and both rider and horse survived.

All in all, it was a very enjoyable session and having premade animal sheets kept rp moving along and allowed me to spend time beforehand preparing my NPCs instead of the animals. Good work Deadmanwalking, me and my player both thank you. :)

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Been going through the animals one by one, while converting them to html, and have a couple questions.

1) On the 'Silverback Gorilla', what is the stunt 'Defend My Tribe'?

2) What kind of animal is 'Savage Jungle Cat'; jaguar, panther, some other type, or any type?

75
Nice work, I'm now trying to figure out a way to work a Komodo into 1878 Arizona.  :D

A few ideas for animals have popped to mind, White-tail Deer, Elk, Squirrel, Rat, Raccoon, or Parrot.

I've been trying to think of a little animal, on level with Toot in size, that is worth stating and Squirrel or Rat is the only ones I've come up with. Ignore any of these that don't spark your interest, just some suggestions. :)

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