Show Posts

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.


Topics - Ghsdkgb

Pages: [1] 2 3
1
DFRPG / Ideas for Merlin's agenda as a Demonic-Co-Pilot?
« on: June 19, 2014, 02:47:21 PM »
Me and a player (a non-council wizard) are toying with the idea of having a shade of Merlin ride around in his head (a small part, one of many Merlin left laying around after his death, at least in our campaign). I'd like to stat this as a Demonic Co-Pilot, but I'm not sure what sorts of Demon's Agendas I can Compel him on with such an ultimately benevolent (as far as we know) being.

I thought of Fate itself, as Merlin intentionally submitted himself to entrapment and death at the hands of Nimue in The Once and Future King, but that doesn't quite seem like enough. A few more minor agendas to add onto that, or one big one would really help.

All we know of him (in canon) so far is that he was the keeper of Excaliber/Amoracchius and he created a prison for demons. That's more or less in line with the types of thing the party goes for, anyway, so it doesn't seem like it makes for strong Compels.

So, ideas?

2
Okay, so Jim and Rick are fighting or running from a demon thing. Jim is a wizard and Rick a mortal cop. Rick wants to call for backup, and I think Jim's magic should maybe short out the radio.

Do I give the Compel to Jim, for having the Aspect of "Wizard" to Compel? Or do I give the Compel to Rick, since it's his radio being shorted out and his backup that's potentially not coming?

For the sake of example, let's say the monster is gunning directly for Rick, so Jim isn't actually in harm's way except to help out his friend.

3
DFRPG / Possible benefits for Sponsored Magic: Greek?
« on: July 11, 2013, 01:38:52 PM »
Our wizard is going to be working in the names of both Hecate and Hades simultaneously, so we're looking for something that fits both of them, or just the Greek pantheon as a whole (what few are left of them, Hecate and Hades being plot relevant for us and thus the only two we're sure of).

Book benefits include +1 to spells of a certain element or in certain situations or just downgrading Toughness of a certain class of creature. Another thing I considered was Blackstaff-style protection from the First Law. Or maybe there's some other benefits we haven't thought of.

For reference, our campaign is going to be taking us around the world, facing down  creatures from several different mythologies.

(Sponsor agendas will be much easier for us to come up with, but suggestions are welcomed there, as well.)

4
DFRPG / Spend a Fate Point to emulate a Stunt?
« on: April 11, 2013, 03:14:06 PM »
 What do you guys think? Has this already been discussed? I know it's not part of the rulebook, but I think it'd make a valid house rule.

It seems like a reasonable use to me. The fate points  can already give you +1 without an Aspect, which is one thing Stunts do, so would it be  viable to spend a Fate to use one skill in place of another?

The stunt would have to be agreed upon by the GM, of course, and powers are out of the question. Thoughts?

5
DFRPG / Damage from enchanted items?
« on: March 27, 2013, 06:23:42 PM »
One of my players is playing a wizard for the first time in our campaign, so we're a bit fuzzy.

He had a four-shift enchanted item that he threw at my mooks and won the roll by six shifts. Now, is that ten damage or four? I thought shifts added like with anything else, but he thought it was just four stress, period.

Ruling? If possible, direct me to a page number in YS? Thanks all!

6
DFRPG / Sanctaphrax should just write his own RPG imo
« on: October 01, 2012, 05:06:31 PM »
I mean, he's modified this one with so many custom skills and powers that all he really needs now are his own mechanical ruleset and a compelling setting.

Tedronai, Mr. Death, and/or SilverBlaze et al et al could collaborate.

7
DFRPG / Blocks against movement in combat?
« on: September 16, 2012, 05:47:52 PM »
Okay, let's say I have a spell that turns ground into quicksand or causes tree roots to grapple a person. I cast that spell against an enemy and win by 3 shifts, or give the block a strength of 3 or whatever. My ally then attacks him, with a four-shift attack. How does the enemy dodge? Roll once to overcome the block, and again to dodge? Roll once against the +7? Roll once against whichever is higher?

I'm trying to take the writeup for shield spells and adapt it, so I THINK the third option is correct, but I'd like some opinions.

8
DFRPG / Assessments: supplemental or full actions?
« on: August 24, 2012, 04:49:37 PM »
Lets say I'm playing Thomas during the throw down at Bianca's party in Grave Peril. I make a Lore roll and tell Harry "Their bellies! Without the blood, they're too weak to fight!" Is that my turn, or can I make another action (at a -1)?

Does it make a difference if I use that to place an Aspect, or just give another player a chance to place a Called Shot type of maneuver?

9
DFRPG / Aquatic powers
« on: August 24, 2012, 03:09:16 AM »
Lets say I'm statting up a wereseal or a Scion of Neptune or something. They should get things like Inhuman Speed and such, but only when they're in the water. How do you stat that exception? Put it in as a Human Form or Involuntary Change, maybe? Affecting the swim bonuses?

10
DFRPG / How would you handle social attacks that don't make sense?
« on: June 25, 2012, 06:15:09 PM »
Like, say my party is infiltrating a gang house, and,  they're talking to someone they met there, trying to do whatever. Let's say they threaten him with "I called the police, they'll be here soon", but what they don't know is he's actually an undercover cop. How would you run this without outright telling your group "Oh, he is a cop, so that doesn't scare him." Or making a Holy attack against a Knight of the Cross, or even trying to talk down a loup-garou or something. How do you run that?

11
Given his
(click to show/hide)
my friend is saying he should be plot-level powerful, but I say he should just be inaccessibly strong (like the Garou or a high-ranking Denarian).

So what do you think? I'd say Mythic-level everything (except Speed), Hulking size, and the standard Wizard powers, along with a few Refinement points. Total Refresh around 30 or 35?

12
DFRPG / Mortals with enchanted items?
« on: June 04, 2012, 05:02:55 PM »
Just curious if there's a way to stat this up. I've got an idea for a mortal who's spent his life hunting the supernatural and was thinking he'd have picked up a few magical trinkets along the way.

I know most enchanted items fade after a few sunrises without a Wizard there to empower them, and there are a few (albeit limited) cases in the books where Harry gives a magic item over to someone (the charm he gave to Lydia, the face-change doll he gave to Thomas, or the bullet Gard made for Marcone, etc.).

I don't want to do it as an Item of Power, mostly because I'd rather go with the idea that they're one-shot items that produce a minor effect, which doesn't seem to fit the IoP template. Other than that, though, near as I can tell, there's nothing in the rules that allows for this one way or the other.

So any ideas?

13
DFRPG / Question about aspect creation
« on: May 07, 2012, 04:53:10 PM »
So, as I understand the rules, you have your Phase 3 story, and then for the Phase 4 story, someone else jumps on your Phase 3 and adds their character to it. Then for Phase 5, someone else jumps on to someone's Phase 4 and adds to that, so everyone's Phase 5 should have 3 story parts, yeah?

How would you handle this if, say, you had another player join in two months down the line? Would his character's Phase 4 still piggyback off someone's Phase 3, or would you use some more recent story threads that came up in the sessions? Personally, it seems kind of silly to say "Yeah, you totally knew all these guys way back when, but you just haven't been with the party the last couple months for some reason and nobody's mentioned you." Sure, you could work that in, but that's dependent on the character and the campaign. So do you guys have your ways of handling this?

14
DFRPG / How should you handle water?
« on: April 26, 2012, 07:04:51 PM »
There's an Aquatic power, which basically says you're at home in the water, without any other rules as to how to deal with players who DON'T have the aquatic power. Drowning could be modeled similarly to the Orbius spell, but what about movement? Attack, dodging, movement speed, swimming just to keep your head above water. How would you stat this?

15
DFRPG / How often do you split up the group?
« on: April 23, 2012, 09:39:44 PM »
The rules examples in the book largely focus around a single player (sometimes two), but my RPG experience tells me it's a LOT easier to keep the whole group together. So how often do you split up the party, and how do you handle it when you do?

Pages: [1] 2 3