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Messages - Korwin

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91
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 29, 2010, 04:47:06 PM »
I'm away from the pdf, but here my focused lawbreaker pc...

-2 Channeling (Spirit)
-2 lawbreaker killing
-2 lawbreaker thrall
-2 lawbreaker mindreading
-1 refinement + 2 Focus items
----
-9

Superb Conviction and discipline
Great Lore
+ 4 Focus Offensive Spirit

Does lawbreaker add to conviction and discipline?
If yes, that would be an +11 mental attack with an +15 to hit.
Without using aspects...

Start without the lawbreaker Stunts and the GM may even let you play that thing.



92
DFRPG / Re: Some Guidelines for Thaumaturgical Shapeshifting?
« on: April 28, 2010, 09:43:18 PM »
Or an high Lore + Foci...

93
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 09:39:57 PM »
They both work in tandem. Remember, giving up the 2 refresh gives you a blanket +2 to break the law yet another time without spending fate points. The Aspect gives you fate points for killing, and it lets you spend them to be even more capable. Casual killing accrues fate points with a bonus if you're taking out helpless characters, and those points can go a ways toward making you really damned dangerous against people who can defend themselves.
At this Point I'm not so shure if we don't get a little to much boni here...
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Which, again, you need to accept.
I was thinking, the GM tells you. "Looks like you blasted that human per accident into the afterlife. Take the Lawbreaker stunt."
Where you thinking the same?

94
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 09:34:11 PM »
When I have time I'll try to min/max the bonus from lawbreaker.
DFRPG hasnt many boni to increase the range.
If nobody does the work before me, I'll post an Focused Practioner Mindcontroller.

Uh, not to disagree with the possibility of using Aspects, but, well, I really think my solution helps:
I'm still listing pro and contras...
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As for the Free Will thing, bear in mind that by the official rules every three times you break a Law you need to change an Aspect to reflect that Broken Law.
thats for real? So Cowl and Co all have only lawbreaker aspects?



95
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 07:57:20 PM »
Honestly, I mostly see them as something for NPCs. That sorcerer who doesn't have the ability to keep growing in skill can still be dangerous by getting a +1 or +2 to all acts of magic to blow you up or control your mind.
An aspect would do the same. First the aspect get compelled, then the aspect invoked to better kill.
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Gaining such a thing after char-gen seems to me not to be a punishment so much as the result of a choice the player made knowingly. I mean, to break the Law against killing, the player must choose to kill someone as part of taking them out.
Or the GM concedes...


[/quote]

96
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 07:47:33 PM »
Some points why I don't like the stunts:
1. If I use Char Building resourses I expect to use those abillities in the game, but if I do that I get harrased/killed by wardens.
2. If I build the PC with lawbreaking in mind, I don't have a problem with free will (buy the Stunt for -2).

But if I use an Aspect for Lawbreaking...
Let's use the juvenile Warlock from Proven Guilty as an example:
He brocke the Law many times so he has the aspect: My wish is your Order.
So he wakes up --> compel: get someone to bring you breakfast to the bed.
Afterwards he wents to school --> compel: borrow the new car from the neighbor, even if you have no driving licence.
In the school: compel the chearleader to go with you...
etc.

So if the warlock does those things he get many fatepoints, but if he wants to change? How long can he get by without running dry?

97
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 06:44:23 PM »
Power corrupts, but as it is you are discouraged to misuse your power...

Need to rephrase that.
If in the RPG you (the PC) misuses your power (break one of the 7 laws) you get an penalty/get from an power standpoint weaker.
Basically there is an counterweight against the corruption of power.

So the players arent as much lured to the dark side.
If you want that, you should keep the Lawbreaker stunt (if I keep the stunts, that would be the reason).

What are the consequences of scratching the stunts?
You will probably get more law violations.
The Wardens will still kill the lawbreaker if they catch them (but the PC can try to argue with them [self defense])
The law violations will still show in Soulgazes. (Aspect changes)


98
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 28, 2010, 06:27:56 PM »
Was posting this in the other thread

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I'm thinking about scratching the Lawbreaker stunt and keeping the political ramifications (ie Warden will want to kill you).

Need to ponder it more...

Deleted it there and copied it here, after seeing the new thread...


99
DFRPG / Re: Duels between mortal Practitioners and the Law of Magic
« on: April 28, 2010, 04:58:31 AM »
Good question.

My interpretation:
The winner would get the Lawbreaker stunt.
The Wardens wouldnt get after him.


100
DFRPG / Re: Some Guidelines for Thaumaturgical Shapeshifting?
« on: April 28, 2010, 04:56:48 AM »
Okay, long question, I know, but I've had this idea that the main way Ted has been able to stay alive, but still working for the Venatori, is by using the biomancy to mimic the forms of other people. Not as a disguise for spying purposes, at least not normally, but because he has to live under an assumed identity. Would the biomancy specialization work for this, or should I just throw down and buy the "Mimic Form? I mean, he's really not a combat shapeshifter, and a lot of the talk on this thread has been centered around that aspect of shapeshifting.

If you want a disguise, then Illusions are an option as an alternate way to disguise.
You could take instead of Ritual a reflavored Glamour (into Illusion Spezialist).
(I imagine Molly with this...)

101
DFRPG / Re: At Evocation speeds and methods
« on: April 27, 2010, 08:21:19 PM »
@Archmage

First look is good. If I use it, I think I use the standard Consequense shifts...
Can one Aspect have multiple Consequenses?

Need to think a little about it...

102
DFRPG / Re: At Evocation speeds and methods
« on: April 27, 2010, 08:13:44 PM »
Part of the dept Compels are your own soul, remember how harry is exhasuted after using soulfire? dept cash in.
There are also personality depts (the book mentions you hunting a demon when you really should be resting as an example)
Can see that.

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and Sponsor compels (the angels come giving you a job to do)

But there is no sponsor per se.
Harry got help with the first access to Soul-Fire. But the source is only his soul.

And as is, there is no chance of using to much Soulfire. No danger of emtying your Soul.


103
DFRPG / Re: At Evocation speeds and methods
« on: April 27, 2010, 07:27:50 PM »
Btw. Soulfire.
To be honest I dont like it as Sponsored Magic.
Because per the books, you use your own soul. So you would get a Dept to your Soul? How much dept do you need, to be empty of your Soul?



104
DFRPG / Re: Typo thread
« on: April 27, 2010, 05:32:59 PM »
Harry in the example has an +8 Weapon (base damage) and an +8 Attack (Discipline roll).
If the defender didnt get an +4 (Great) Defense roll, but an +0. He would get an +16 Damage.

Since he did get an +4 (Great) Defense... +16 - 4 = +12

105
DFRPG / Re: At Evocation speeds and methods
« on: April 27, 2010, 05:00:03 PM »
One side interprets this to mean that the spell still counts as thaumaturgy, is cast as quickly as an evocation, and uses complexity bonuses from that field of thaumaturgy to increase the amount of power that can safely be used.

Thats my reading of the rules.

then the mental stress = 0 (if complexity is below your conviction + control) should also remain intact.

And thats my explanation, why Harry is able to use so much magic (the quantity) in the later books.

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