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Messages - ways and means

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46
DFRPG Resource Collection / Re: Custom Power List
« on: January 07, 2013, 08:51:27 PM »
Fate's Equalizer (-varies)
Fate has empowered you to fight things far greater than yourself.  When facing opponents more powerful than yourself (more refresh spent on powers) add the difference in your refresh to any roll interacting with them (up to the max of +1 for every refresh you have spent in this power).

47
DFRPG / Re: Synthesist Template
« on: January 03, 2013, 01:18:53 PM »
I was about to add this to the Custom Template thread when I realized that I'm not quite sure how it works.

Does every Synthesist take Modular Abilities with the set of modular Powers determined by the possessing creature?

Yep that is how it works. Though as a template I have to admit it is kind of useless as what it can do is dependant on the partner so a jinn synthesist would look very different from an incubi synthesist who in turn would not be identical to an angelic synthesist. So it seems a little mad for them all to share a template, I was kind of wondering if there was a  neater way to but I can't think of one of the top of my head.

48
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: December 15, 2012, 02:00:21 AM »
Then the ultimate DFRPG authority has already ruled that your character is legal - that being the table you're playing at.  That philosophy is why there's a thread with official "suggestions" on the first law as opposed to one with a ruling.

That said, if you're replacing your trouble you might think about getting one of those "you've broken the law so often it changes one of your aspects" style thing from the Lawbreaker rules.

Something like:
I Have Power Over Death
I Can Bring Them Back
I Command The Spirits
I Raise The Dead
- to reflect how tempting it is to use forbidden power.  Your PC can do those things and the only reason she doesn't is because the White Council says she shouldn't.

And you might want to reflavour Kemmlerian Necromancy.  Call it "True Death Necromancy" or something like that, because the Kemmlerian Necromancy leads to really batshit crazy stuff.  Every single one of Kemmler's former apprentices came off looking more insane than Cowl and Kumori  - and that's saying something.

Why reflavour it? Because when you use the term on this board people will think about the default "become completely insane" power rather than the variation that your group is using.

Richard

Cowl never really came off as mad to me he seemed more like a game theorist to me, his actions all seemed measured and planned.

49
DFRPG / Re: Would you call this legal?
« on: December 09, 2012, 02:41:11 AM »
I don't see why not the refresh works, raw it is debatable whether you can take off template powers but most people I play with just use the templates as a base so I say go for it.

50
DFRPG / Re: Hexing! We got a problem
« on: December 06, 2012, 09:16:51 AM »
So long as the mortal gets paid for it.


I suggest either buying out of that compel or demanding escalation.
If you meant that to amount to 'you die', then that's another issue, and such a compel should be refused entirely (not bought off).

If the caster spends their action intentionally hexing its not a compel it closer to an attack on an item. If the caster says that the ambient magic of all of his casting should hex the gun mans gun (without an action) then its a compel. If a caster tries to intentionally hex a plane whilst on it (unless its a heroic sacrifice moment) well unless the party can fly or cast a gate to the never never we are talk tpk or gm mandate.   

51
DFRPG / Re: Hexing! We got a problem
« on: December 05, 2012, 07:33:05 PM »
Intentional Hexing still takes up a turn and power beyond your conviction still has to be payed for as usual.

52
DFRPG / Re: Proposed stunt for a PC
« on: December 05, 2012, 01:04:20 PM »
I would just let her use her breath weapon with fists its not as if the power is very strong anyway. I also wouldn't make her take claws as well.

53
DFRPG / Re: Synthesist Template
« on: December 05, 2012, 01:22:17 AM »
Its an odd template really because the options kind of have to be decided on a case by case basis, though I suppose you could just steal an NPC from Our World as short cut for setting up your options. 

54
DFRPG / Re: Synthesist Template
« on: December 03, 2012, 08:04:40 PM »
Pretty much.

55
DFRPG / Synthesist Template
« on: December 03, 2012, 02:20:17 PM »
A synthesist is a person who shares his body with creatures of the never never to gain access to their amazing power. A synthesist and his partners are bound heavily by laws and contract of their partnership, all power comes with a price and synthesist either be indebted to his partners or his partners indebted to him.

Musts: A synthesist must be in the know and must be able to constant contact the supernatural world. A synthesis should agree with his gm the limits each partners and discuss what bind him to his partners in advance of play.

Options:
Modular Abilities

Important Skills: None

Minimum Refresh Cost: -3

Here is an examples of a partners that a synthesist could have.

Name: Amon of the Burning Sands
High Concept: Banished Jinni
Power Options: Toughness, Recovery (catch Ice), Strength, Speed, Channeling Fire, Sponsored Magic Jinni   
Contract: The synthensist and him will work together until there shared purpose it complete (defeating Amon brother). Amon will not wrest control of the synthensists body from him and the synthesist will not carry out actions that that degrades Amon honor.



56
DFRPG / Re: Costumed Vigilante Template
« on: November 30, 2012, 07:57:02 PM »
I really wouldn't limit any power for a costumed vigilante and given batman has no powers I wouldn't make the -1 refresh of powers necessary either.

57
DFRPG / Re: How do White Court Vampires procreate?
« on: November 26, 2012, 01:59:11 PM »
They totally have sex.

58
DFRPG / Re: Home-brew Setting House Rules
« on: November 25, 2012, 01:41:35 PM »
Oh, I like that.  Or allow them to clear a consequence on their corruption track by buying a power.  Also if you go that route just make sure the powers suitably alter the character's appearance.

That's brilliant I will probably go with that allowing pc to clear the corruption track by buying a refresh of power. 

59
DFRPG / Re: Homebrew Stunts
« on: November 25, 2012, 02:04:59 AM »
Defensive Fighting (fists) When making an attack with your fist you can choose to fight defensively this gives a +2 bonus on fist defense rolls until the beginning of your next turn but subtracts 1 from any stress you caused with that attack. 

Grizzly Display (intimidate) After taking someone out of a fight you can declare the grizzly display aspect without a roll. You also gain a +1 to intimidate check on anyone who has seen one of your displays.   

60
DFRPG / Re: Home-brew Setting House Rules
« on: November 25, 2012, 12:35:12 AM »
Well I kind of wanted something that could mount up over time, so that if you aren't conservative with your casting you could end up turning yourself into a fiend for the rest of the party to destroy. So to cast you use the corruption track (take corruption stress) and if you decided to take consequences then they are permanent (separate from normal consequences) and represent scaling deformities or madness. This makes casting beyond your stress track a very dramatic dangerous action and adds to the horror aspect.  I was thinking of using the feeding dependency mechanic (doing corruption stress) for the use of other powers like strength, speed etc.

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