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Messages - Tush Hog

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1
DFRPG / Re: PARANET Papers PDF Updated!
« on: March 19, 2015, 12:25:45 AM »
Excellent!

2
DFRPG / Re: Paranet Papers
« on: March 15, 2015, 11:49:52 PM »
T'was fun on my end. Will there be an updated pdf?
Yes! Please give us a heads up when the updated pdf goes up for us to download.

Thanks!

3
DFRPG / Re: Paranet Papers
« on: March 13, 2015, 01:57:09 AM »
Added a see page xx for flesh mask p. 359

4
DFRPG / Re: Paranet Papers
« on: March 13, 2015, 01:03:15 AM »
Most of these are formating issues.

p. 18 sidebar error
p. 102 stat block format issue in skills section
p. 291 the skinwalker has Mythic powers listed as -4 refresh each instead of -6
p. 293 stat block format issue in skills section
p. 302 stat block format issue in skills section
p. 326 stat block format issue in skills section
p. 331 stat block format issue in skills section
p. 359 stat block format issue in skills section; flesh mask has a see page XX

Also, not sure what the issue is, but pdf is not searchable in Goodreader. It is in other viewers.

5
DFRPG / Paranet Papers
« on: March 11, 2015, 02:09:26 AM »
Definitely worth the wait from what I've read so far. I love the updated stat blocks and some of the new spell casting bits.

Is there an official typo thread? I've noticed a few errors and was wondering if there was a place for us to post them?


6
DFRPG / Re: Just finished Skin Game
« on: June 07, 2014, 12:12:29 PM »
Thanks!

7
DFRPG / Just finished Skin Game
« on: June 07, 2014, 03:02:26 AM »
Anyone taken a stab at some of the new faces?

8
DFRPG / Re: Is the fate system the best for the book series
« on: January 20, 2013, 08:24:01 PM »
I ran a game focused on wizards and not set particularly in the Dresdenverse. I used Toughness Powers for the mental stress track like those for the physical. I think I just called them inhuman, supernatural and mythic spellcaster or something.

Wizards could then sling around lots of spells and only tired when reaching well above their normal capabilities or when they couldn't control what they drew in.

It was fun and the wizards were bad news. After doing this, I would probably give the heavy hitters like Ebenezar and the Merlin these powers.

9
DFRPG / Re: Shutting down a spell caster
« on: January 15, 2013, 01:16:01 AM »
Many thanks!

10
DFRPG / Shutting down a spell caster
« on: January 15, 2013, 12:47:45 AM »
We see a couple of examples in the books of a spell caster shutting down a lesser caster.

Seems like a Block is the way to go, but not sure about the best way to implement it.

Would the block be set against the Calling up of Power? The amount of power drawn in by the adversary would have to beat the block. Or would it be better that the block be set against the spell casting roll?


11
DFRPG / Re: Spell Maneuvers
« on: April 12, 2011, 10:44:28 PM »
I would like a little clarification on the original question as well. Why would Evan want to draw up 6 shifts of Power to generate a maneuver that gets 3 extra rounds of persistence if a 4 shift maneuver would result in a sticky aspect on the scene?

Do spell maneuvers not become sticky with a one over the shift requirement?

12
DFRPG / Chase and Cat and Mouse
« on: April 05, 2011, 11:41:45 PM »
How have you made use of the Chase and Cat and Mouse mechanics?

I'm looking for cool ways to put these to use that I hadn't thought of before.

13
DFRPG / Re: FATE style Star Wars
« on: February 15, 2011, 01:30:40 PM »
For Star Wars, I would use Legends of Anglerre with help from Starblazer Adv.

The Force could be handled nicely with the power skills.

14
DFRPG Resource Collection / Re: Custom Spell Compilation Thread
« on: February 07, 2011, 02:41:05 PM »
Well, there was this thread where we started to compile spells

http://www.jimbutcheronline.com/bb/index.php/topic,19090.0.html

But I will post the spells I posted there in this resource thread, too.

Name: Faerie Fire
Type: Spirit or Fire Evocation, Maneuver
Power: 5 shifts - 3 for maneuver, 2 for extended duration.
Duration: 3 exchanges
Area: One target
Resisted by: Athletics
Effect: The target gets engulfed in faerie fire making them very conspicuous and easier to hit. Target has the aspect "Outlined in faerie fire" placed on them.

Name: Rain Ward
Type: Water Evocation, Maneuver
Power: 3 shifts
Duration: One scene
Area: Personal
Effect: even in the strongest of storms, raindrops avoid the spellcaster. The aspect "Rain repellant" is placed on the target.

Name: Cloudkill
Type: Air Evocation, Attack
Power: 8 shifts - 5 weapon, 2 for zone
Duration: One action
Area: One zone
Effect: Produces poisonous cloud (Weapon 5 attack) on an entire zone which will then dissipate.

Name: Stoneskin
Type: Earth Evocation, Block
Power: 7 shifts - 6 for block, 1 for duration
Duration: 2 exchanges
Area: Personal
Effect: Targets body takes on the hardness of stone for the purpose of absorbing damage. Target has Armor of 3 for 2 exchanges.

Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.

Name: Springtime
Type: Air Evocation, Maneuver
Power: 7 shifts - 3 maneuver, 2 for zone, 2 for duration
Duration: 3 exchanges
Area: One zone
Effect: Spell causes temperature to warm, ice to melt, the sun to shine brightly and flowers to bloom. Places the aspect "Spring has Sprung" on the zone for 3 exchanges.

15
DFRPG / Re: Heinrich Kimmler and Warhammer
« on: December 30, 2010, 12:22:37 AM »
Kemmler was a notorious necromancer from the early days of Warhammer. Sometimes he was referred to as the Lichelord. Jim butcher has said that warhammer was his favorite rpg, so I'm pretty confident the name wasn't a coincidence :) I figure it might be fun to take the homage and just run with it.

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