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Messages - Tsunami

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16
DFRPG / Re: Casting more spells
« on: October 15, 2013, 09:09:51 AM »
On the other hand, it might be neat to have characters get a second-wind and have their minor consequence of "fatigued" or "sore ankle" go away as their adrenaline kicks in, if you want a really Epic Fight.
That's what recovery powers are for.
Remember, you can use those to shrug off a number(depending of the power level) of Minor consequences, as a supplemental action.
Also, those powers do allow you to recover from some consequences "instantly" i.e. at a scene change. (For example like Lara's broken Arm, during the Fight with the Skinwalker in the Raith Manor in Turn Coat)
Wizard's constitution however, does not. It gives you justification to start healing, it does not make you heal any faster.

17
You could go one step farther with Sancta's idea:
Have an aspect "Wizard on scene" pop up and use it to compel Rick to have his radio fail.

As for deciding who is going to get the compel in the first place,

wording of the compel could help you decide, for example:

Hey Rick, you know you've got your buddy the Wizard with you, and you know what that means for radio calls... radio hex... sometimes you just wanna punch him in the nose, he'd better pull his weight this time... *offer compel to Rick*

Well Jim, as things get frantic your Buddy rick is trying to call in some backup, and in just that moment you can't control your emotions very well... radio hex... boy is Rick gonna be pissed, you had better go and help him... *offer compel to Jim*

If your group is ok with it you could compel them both, with the condition that they could only buy it off if they both pay. then both would get an FP if the radio gets hexed.

Actually you might wanna give both of them an FP in any case, since they both suffer from the effects. That would probably help to smooth any ruffled feathers if one of them feels cheated *g*

Edit: now this post somehow feels redundant... :-P

18
DFRPG Resource Collection / Re: DFRPG Downloads
« on: May 04, 2013, 08:03:10 AM »
The German Resources are pretty good. I usually don't use them much because i think English when i think about the Dresden Files anyways *g*


As for some of my threads you had moved off of the resources board... i'm somewhat concerned about that.
Two of those are more than just places where i mentioned the files. They actually contain some explanation, and are meant to be a place for feedback.
If they fall victim to the 30 day deletion rule, that would not be great.
And i don't see a reason to move threads off the resources board that really just present one Resource. the Board was ment to be a place to preserve that sort of thread.

I'm specifically talking about those two threads.

http://www.jimbutcheronline.com/bb/index.php/topic,25037.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,31653.0.html

There are some threads that are really a collection of works from several people (including mine). I rather would have thought those would be removed, it would make sense to remove those in favor of a compilation thread.
But for example this one was not:  http://www.jimbutcheronline.com/bb/index.php/topic,16789.0.html
makes no sense to me, sorry.
I think it makes more sense to have the compilation thread as something of an index/register of stuff on the resources board.

Anyways, what i'm building up to: If we could move the two threads i mentioned above back to the Resources board. I'd appreciate it.

19
DFRPG Resource Collection / Re: DFRPG Downloads
« on: May 03, 2013, 03:33:28 PM »
Holy crap.  Nice work sanctaphrax.
Couldn't put it better.

And you were absolutely right about putting that together Sancta...
I had totally forgotten that the "simple-sheet" spreadsheet was still out there... and that's one of mine   ::) ;D

Nice work and thanks for all the effort.

20
DFRPG / Re: Question on "inherent" worldwalking
« on: May 02, 2013, 06:18:09 AM »
For those subject to the predation within those walls (as well as at least a significant subset of those engaging in the predation), I suspect their symbolism is rather tied to that predation.
Like i said... the intent of making predators less predatory doesn't always translate into reality.
But let's not get into a discussion about how prisons work here. I know i kind of started it, but i have a feeling that it could derail this thread pretty easily (hasn't yet, but it might).

For me Prisons won't work, for others they might. Can we leave it at that?

21
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 01, 2013, 07:47:13 AM »
Quote
Blinking: Your character may enter the Nevernever as a Supplemental Action, move a distance up to whatever the character's Speed power grants minus 1 zone (thus, Casual Movement allows Blinking within the same zone, Effortless Movement is up to 1 zone away, Instant Movement is up to 2 zones away), and then potentially reappear in the same Exchange.
Ok, as far as i can see, the desired result is simply to have teleport themed movement. (explained by entering and exiting the nevernever)
As it's written it reduces the free movement of the speed powers by 1 to account for that.

Quote
The character rolls Lore and requires at least a Good (+3) to accomplish this (the +2 Lore granted by Worldwalker's Strange Worlds applies to this roll) in a single Exchange. Failure to get at least a Good result means that the Nevernever in this area has an unexpectedly complex structure and the character fails to reappear in this Exchange (especially crafty or evil GMs can even turn this into a mini-scene before allowing the character to reappear)
Adding a random-factor, and making it potentially dangerous (depending on the lore score only very rarely though) is a nice touch.

Quote
For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).
It then adds a maneuver component turning it into a full action.
So far so good.

Concern:
Quote
For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).
this potentially let's you add multiple aspects in one action, i would not allow that.

I'd rather go ahead and limit the power to the movement alone and let the maneuver or any other actions be separate from it.
I would also add another component: Bypassing mundane barriers.

O screw it, i'm getting it all confused in my head... Let me just try my own writeup:

Blinking: You are adept at finding short range ways through the nevernever that allow you to give the impression of having teleported from one spot to the other, the maximum real world distance traveled is determined by the speed power (1 zone inhuman, 2 zones supernatural, 3 zones mythic). Finding and using such a way requires at least a Good(+3) Lore result, and counts as a supplemental move action imposing a +1 difficulty on all other actions. (at the GM's discretion the required result my also be higher) The +2 Lore bonus granted by Worldwalker's Strange Worlds applies to this roll. Failing the roll can either mean that there is no such way to be found resulting in a wasted supplemental action and aborted movement, or that the way is longer and more dangerous than expected resulting in failure to reappear in the same exchange.  (especially crafty or evil GMs can even turn this into a mini-scene before allowing the character to reappear)
You may chose to turn your Supplemental move into a full action, limiting your distance travelled to 1 zone, but allowing you to either bypass any borders on that move, as long as they do not cut you off from the nevernever, or to overcome any mundane movement block against you.

Ok, so this basically allows you to
a) as a supplemental action and for a roll to turn your free-speed movement into a teleport, it's actually a purely cosmetic effect, but it could be a lot of fun.
you can still use a maneuver, attack, or normal movement before or after you BAMF.
b) as a full action you can ignore any one zone border (as long as nothing is blocking access to the nevernever), or overcome any mundane movement block against you, and move one zone.

a) is not worth much. actually as it is now it's not even really useful because you have absolutely no mechanical benefit from it, but it still requires a a supplemental action.
As it is now it's not worth any refresh so [-0] up until here.
One should probably add border bypassing or movement block breaking to one degree or another... i'll have to think about that.
b) can actually be extreemely useful. I'd say a [-1] refresh cost at least would be in order.

Ok, now i'll stop and leave you to untangle this post.
Have a nice day *g*

22
DFRPG / Re: Question on "inherent" worldwalking
« on: April 30, 2013, 01:09:30 PM »
Prison doesn't feel right.

It's where humans put all the predators that weren't smart enough, or fast enough... Predators are brought here to make them less predatory... (that is the intent at least... it doesn't always work out, i know.)

It would be like a WCV crossing over in a Sunday School classroom...

23
DFRPG / Re: Question on "inherent" worldwalking
« on: April 30, 2013, 10:50:14 AM »
We know about Thomas that he can only pass over in places that are "close to his heart" in this case meaning his supernatural nature.

What is a Goblins Supernatural Nature... now that is the question.
Goblin... well look at the Earlking.
We know of two places his domain was connected to. The FBI and a Hunting-Store.
I think those would be a good place to start from for determining your Goblins Crossover-Locations.

However, we should also ask if the inherent worldwalking ability applies to changelings in the first place. I'm not so sure there.

24
DFRPG / Re: My DFRPG Fate Tokens
« on: April 29, 2013, 08:01:00 PM »
Funny you should mention the cards. The link to the corrected version of them has been dead for a while, but I contacted the creator (Bubba Amon Hotep) and got the files from him yesterday.

The jpg version is here and the pdf version is here.

The PDF link produces an error.

25
DFRPG / Re: Mechanics of Thunder Gates and Player Use
« on: April 29, 2013, 07:40:04 PM »
The arrival of the Grey Council via lightning strikes was a fortuitous arrival, (i.e. Fate point expenditure on behalf of the travelers) themed by the fact that one of the travelers was friggin Odin.

The first portal that was opened to let the Bird-Men charge in (Genku, Ginku... i forget their name), was simply a pretty large portal into the nevernever, with the Birdies waiting on the other side.
No special mechanics needed. Can be done with Ritual(Worldwalking), Thaumaturgy or Worldwalking. Leaving aside the natural crossing abilities all Supernaturals seem to have. (Think Thomas in Grave Peril or White Night)

The second Portal was a Handwave. I mean come on... created by a friggn Odin, it's use "negotiated" by the most powerful vassal of the Winter Court.
It was a narrative shortcut. Otherwise Jim would probably just have said that they chose a different, longer, less perilous route through the nevernever to get back to Chicago. It was important that they got back, not how or how fast.

I would not let players create such portals to use for dramatically or tactically important travel. They'd be narrative only, and if you only use them as a narrative shortcut, then they really don't need mechanics.

Edit: i just realized that the issue posted by the OP is not IF they should be used by players, but how to stat them. Sorry for being less than helpful *g*

26
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 29, 2013, 07:19:38 AM »
I think we need to differentiate between "Impulse Control" on one hand, which is something even the most monstrous of monsters can have, and "deciding to act against/ changing one's nature" on the other, which is something that monsters can not do.
A monster being a random no-free-will creature.

A Mortal, i.e. a creature with free will, can decide to act against his nature, and therefor refuse a compel simply BECAUSE... add whatever reason here. And his or her actions can literally be against his or her nature. Or rather a Mortal has no "nature" that defines his/her actions, free will does.
A No-Free will creature can refuse a compel as well, but from a narrative point of view it would not be acting against it's nature. There was the fetch example earlier in the thread... the fetch might refuse the compel to eat the one scared target, and instead decide to create more fear in others to enrich it's food source. He could not refuse to eat the scared target because he just decided to be nice all of a sudden. It's actions would always be in keeping with it's nature.

Just my random thoughts...

27
DFRPG / Re: Alternative style Character Sheet
« on: April 27, 2013, 08:08:04 PM »
That's a really nice Character Sheet. Very Film noir.
Though i personally like the skills as a pyramid a lot, like on the original sheet, i can see how an alphabetical list would be easier to get into in a pinch.
It's nice to have the option.

One suggestion:
The stress-skills next to the physical, mental, social stress track titles. It would be nice to have those editable, since you can change them around with stunts.


As for the compilation thread

I think we could just move/copy relevant threads that aren't already on the resources board over to the resources board.
Then they'd all be in one place and easy to find.
That board is meant to be just that, a collection of resources, was it not?

Mind you, i'm not opposed to a compilation thread, i just don't think it's really a necessity.
Unless someone want's to collect all the stuff and host it so that there aren't so many dead links. Because that would be awesome.


That being said, I hereby move to have this thread moved to the resources board.
Is there a second ? *g*

28
DFRPG / Re: Focused Practitioner (Channeling) and item slots
« on: April 26, 2013, 09:13:06 AM »
Harry's Pentacle is more of an aspect than a Focus Item.

Making light with it is an invoke of the aspect to counter a "darkness" scene aspect or somesuch.
Using it to kill a loup garou, invoke for +2, also the narrative explanation for satisfying the catch.
Tracking Thomas, using it as a symbolic link.

one could go on...

As for Focus items.
I let all casters create their own focus items for their spellcraft. Otherwise you cut off a lot from the casting powers.

Enchanted items are another matter. Imho pure Evocators and Channellers can not create enchanted items of any kind.

Thaumaturgy Users obviously can create the whole range of items.
Thematically limited Ritualists can create all kinds of items, blocks, attacks, maneuvers... but they need to fit the Theme.
Ritualists limited to certain fields can only create enchanted items if they are specialized towards Crafting.
A Ritual(Wards) user can not create enchanted items nor can a Ritual(Divination) User.
A Ritual(Crafting) user on the other hand can create the whole range of enchanted tems, without limit to effect or theme, just like a full thaumaturge.


As for changing Focus items. I let them change those together with enchanted items, at a significant milestone.

29
DFRPG / Re: Spend a Fate Point to emulate a Stunt?
« on: April 12, 2013, 08:35:12 AM »
[...] so would it be  viable to spend a Fate to use one skill in place of another? [...]

I would almost certainly not allow that.
The Skill-Transference that stunts offer hinges on the fact that you need to limit the circumstances in which it works.
If you choose the stunt depending on the situation, then that limitation is meaningless.

Also: Stunts usually offer at most a +2 Bonus. If you were able to acquire stunts at will, then you would no longer need aspects to invoke for bonuses.
Some very few stunts can offer more than +2 in a very limited circumstance... the aforementioned limitation concern comes into play once more.

So, acquiring stunts situationally is either a way to get around not having an aspect to invoke for +2, or it is very much unbalanced in terms of what a fate point should be able to do.

There may be some few situations where creating a temporary stunt may be viable, but i'm honestly having trouble to think of one where a declared aspect wouldn't basically accomplish the same thing.

30
DFRPG / Re: Mortal power
« on: April 04, 2013, 10:26:44 AM »
Like Harry once said in Summer Knight: "... bringing mortal authorities into a conflict is the nuclear assault of the supernatural world."

The average player might use them as a deterrent, or might hide behind them while still in plain sight to his supernatural foes who dare not reveal themselves.
For gaming purposes, the mortal power is more in passively limiting the movements and actions of the supernatural crowd, than in actively bringing forces to bear against them.
Like nuclear weapons are in the real world. Mostly - in the past, and hopefully completely - in the future, and if we're lucky maybe one day not being at all. But i digress...

Anyways, my point is made.
So long

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