61
DFRPG / Re: # Consequences
« on: June 20, 2010, 09:29:40 PM »
^
^
^
That is a really good explanation.
^
^
That is a really good explanation.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Any chance of us seeing that compiled list? It would be a great benefit to the community at large.
I love the idea of Sure, I give up Two quick thoughts on it though.
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.
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.
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.
Either of those sound like acceptable solutions?
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...
Nimble on Two Wheels (Athletics): Use Athletics instead of Driving when attempting maneuvers on a motorcycle.
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.
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.