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Topics - Taran

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31
DFRPG / Enchanted items
« on: November 18, 2013, 04:50:36 PM »
Typically, you can do skill replacement items up to your Lore.  You can also boost Power and frequency with crafting foci.

Question:

What if you only have channelling/evocation?

- Can you have a crafting focus item?
- Can you make skill replacement items (since they are the realm of ritual/thaum)?

32
DFRPG / Rotes for Soul-Fire
« on: September 20, 2013, 11:42:00 PM »
I'm going to play a Soul-Fire wielding caster.  It's going to be a water-themed caster, for the most part which is why the rotes are they way I have them but I still have pretty much the full flexibility of Soul-Fire.  So a light spell would be a large globule of water that floats in the air and glows, for instance.

Conviction: 4 Lore and Discipline 5
Foci:
+2 defensive control
+1 defensive power

I was working out my rotes and here's what I came up with:

(click to show/hide)

I'm not really looking at min/maxing so much as seeing if I missed anything as far as evo-thaum goes.  With evo-thaum, I could have a skill replacement as a rote...so I'm looking for interesting "think outside the box" useful rotes that you may not get with regular evocation.

33
DFRPG / Venomous
« on: September 07, 2013, 01:08:34 PM »
Just wondering what the official view of venomous is here in the community.

How I read it is the person rolls a maneuver to put "poisoned" on the victim, which gets tagged for effect

In the next exchange and everyone thereafter, the victim makes a roll vs the poisoners fists skill.

Question:  If the person has a fists of Great, does the victim save vs a +4 every exchange or is it Dice roll +4?

Quote
In each subsequent exchange, the target
must roll Endurance to defend against an
attack from the poison equal to your Fists
score.

I read that as a straight +4 attack - no dice roll.

And while this is going on, in subsequent rounds the person can attack another person poisoning them, really stacking up damage.

Question 2:
When they say "medical attention" do you need the "doctor skill" to overcome the poisoned aspect, or is a scholarship (first aid) roll sufficient. 

34
DFRPG / Counter-spelling Wards
« on: July 31, 2013, 04:50:29 PM »
Other than attacking a ward and adding the extra shifts of success to weakening the ward, is there any other, more subtle, way to bring them down?

Could you counter-spell them?

35
DFRPG / Bodyguard stunt
« on: July 03, 2013, 02:04:56 AM »
Is there a mechanic or stunt that allows a person to protect someone else by taking a hit in their place or parrying a blow for them?  Something reflexive as opposed to doing a block action.

I seem to remember something about being able to spend a FP to do something like that.

36
DFRPG / Toughness and Environment damage
« on: June 27, 2013, 03:35:38 PM »
So I'm running a game where winter temperatures are a big factor.

Question:
Do toughness powers/armour protect you from exposure/environmental damage?

Let's say you're a fairy with a catch of iron, are you more resistant to cold?

I'd allow recovery powers to heal it up quicker...but actually protect you?  thoughts?

37
DFRPG / Thaumaturgic blocks
« on: June 14, 2013, 03:47:39 AM »
O.k...I want to put a block against movement on an opponent with evocation.  Say I use earth magic and mire him in the ground...cool.  I do 6 shifts of power, control the spell and done. Easy. the spell lasts one exchange.

Say I want to do the same thing with thaumaturgy.  I have a link to the same guy, I put 12 shifts of power into the block and then I put more shifts in to make it last a human life-time.

Now the guy is mired to the ground for the rest of his life until he manages to beat the block (using athletics or might or even craftsmanship to hammer his way out).  THen the spell dissipates.  Right?  Is this legal?

38
DFRPG / Mental Evocations solutions?
« on: May 24, 2013, 01:14:34 PM »
My group over on PbP are having a discussion around mental combat.  I've read all the different PoV where it's OP and stuff, but I want to find a solution to make it balanced.  Maybe people have their own solutions they can share. Here's some of things I've thought of and any comments criticism is welcome:

1.  You must have an aspect that revolves around using spirit as an attack form.
Like Molly, she all about subtle, mental stuff.  You'd have to invoke that aspect to initiate mental combat with someone.

2. Sponsored magic which gives you access to this form of evocations

3. Discover an opponents aspect to tag to initiate mental combat.  Kind of like what you do do initiate a grapple.

4. Have a separate conflict that runs paralell to a physical one.  The attacking caster would dodge all physical attacks at mediocre because (s)he's unaware of his physical surroundings

5.  You must open your Sight.
Evocation requires line of sight and you can't target someone mind without seeing it.  Opening the sight allows you to "see" the mind and initiate mental evocations.  The attacking caster would have to defend against the sight every exchange (which might be fairly easy against mortal - but makes mental conflicts with things like Outsiders and creatures of the Nevernever much more dangerous).  This also makes doing physical attacks harder because the power of the Sight acts as a block.

You can defend against mental combat (assuming you have the ability to do so) without opening the Sight, but if you want to fight back, you'd have to open the Sight.



I like #5 the best.  It seems a very elegant way of doing it and offers some risk to "evil" casters doing mental magic as well as risk for PC's who want to One-shot non-human creatures.

Your thoughts on any or all these?

39
DFRPG / Funky Wards
« on: May 22, 2013, 10:52:45 PM »
Lets say I want a ward that triggers a skill replacement on a zone.  Do I just use the regular evocation rules for targeting everyone in one zone?  Pg. 252 under blocks

Quote
2 shifts of power allow the effect to cover
multiple allies within the same zone (typically
the same zone the wizard occupies). Covering
multiple zones requires 2 additional shifts
per zone.

So say I want all the guards in a zone suddenly have 10 MIght for one exchange as soon as an intruder enters a warded area:

277:

Quote
Warning systems, such as a wardflame, add 2
to the complexity of the spell and set off an
alarm of some sort when someone is actively
testing the ward’s defense. Tying a symbolic link
to some item you carry increases the complexity
by another 2, but may warn you of intrusions
even when far from home (though the message
may get delayed or blocked by intervening
thresholds).
Landmines—nasty, damaging spells that are
triggered on a breach—add complexity equal to
the power of the evocation spell stored within
the ward

So it'd be like a cross between a landmine and a ward flame and it'd affect allies: 

Lets say I want the ward strength low because I don't really care how hard it is to breach:
 Ward: 1
Might on allies 10
On all allies in the protected zone: 2
2 exchanges: 1
Total complexity: 14?

or would I have to do all allies separately: 10 shifts/ ally present?

Would it be cheaper if I just said +2 and it affects EVERYONE (friend and foe) in the same zone?

40
DFRPG / Invoking aspects to boost the Power of spells
« on: May 15, 2013, 10:25:30 PM »
I understand that invoking an aspect can add +2 to controling a spell but can I use it to add to the Power of a spell?

Example: 
Scene aspect: Large Campfire
Conviction =4
Discipline =4
Stress boxes 0000

I want to do a zone-wide explosion
I want to make it a weapon 4 attack.
Therefore my total Power is 6

I cast it and now my stress boxes look like this 00X0 (assuming I control it)

Could I have tagged the campfire (to increase the power of the spell)?
Basically I'd cast a Power 4 spell X000
but have to control 6 shifts of power

My impression has been that any aspect can boost power (not just consequences).  This would allow you to boost spells beyond what you might normally be able to (without actually taking a consequence).

Now that I look at it, though, that gives a lot of advantage to spellcasters who have high discipline...

41
DFRPG / Assessments and declarations
« on: May 06, 2013, 11:17:19 PM »
I've been wondering something lately regarding discovering aspects using an assessment action.

If I want to discover something about a scene, it seems almosly always better to use a declaration - especially in combat.

I see the uses of assesments for discovering peoples aspects(mostly because it's an opposed check), but otherwise, do they get used very often?

Using the YS trope of the fire and the water bucket, it seems a waste of an action to "search" for a bucket of water when you can use a free action to declare one.  Especially since you can waste your action searching for something that isn't there.

What are people's experiences of this?

42
DFRPG / How do you adjudicate scenes/sessions in PbP
« on: April 26, 2013, 07:14:08 PM »
Just trying to figure out how per session items would refresh in pbp.  ALso, how to know when you can refresh your FP's.

Scenes seem a bit easier...but even that can get a bit blurry.  Do people have any tricks they use?

43
DFRPG / Home is Where I Hang My Hat (power)
« on: April 06, 2013, 12:44:24 PM »
I'm playing with a power that I might eventually take for a character who will be doing lots of travelling and sleeping outdoors.

Basically, it creates a threshold in a place where one didn't exist before.

-1 Home is Where I Hang My Hat
Affects Conviction

Requirement: You need some kind of physical threshold - like a room, a cabin, the light of a camp-fire, a small clearing - to represent the boundry of the threshold and a symbolic link, like a hat hanging at a door or making campfire.

It requires a small blessing or ritual: Make a conviction roll at Fair +2, and the area will have an effective threshold of 0.  This takes one hour(on the time chart) but it can take less time if you put extra shifts in reducing the time.  Likewise, if you fail, you can take more time.  Additional zones can be affected by adding +1 to the difficulty of the roll for each additional zone.  So, a small cabin with 3 rooms (3 zones) would have an effective difficulty of +4.

The threshold lasts until the next sunrise or until the link is removed from the location.  The threshold is stationary.

This theshold can be affected or improved by powers like "Bless This House" or can be used to place wards.  Wards disappear at sunrise when the threshold goes away, regardless of the duration of the wards.

So...Too easily abusable?  Not really that powerful?  Probably needs tweeking...Comments, questions?

44
DFRPG / Help with regaining reputation
« on: March 19, 2013, 07:28:42 PM »
After the last game I GM'd I ran into a mechanical issue that I need help fixing..

Background:
(click to show/hide)

I basically said that the company has a "tainted reputation"  An Epic+8 aspect hanging over its head.

My plan was an extended test(contacts, resources etc..whatever appropriate), each roll takes "a few weeks" until there are enough shifts to undo the aspect.

Immediately, the player asked, "what can I do now!  How can I reduce the time?  I have piles of FP's to spend!"

Part of the reason for this happening is a compel on the characters trouble and to get them out of the city to explore the world and repair the company's reputation.

I'd originally offered him and aspect to be laid for every "mission" he completed for the company.  he could then tag that for a +2 when he does each roll of the extended test.

But he wants to do stuff now.  Stimy the rumours before they get out of the city etc...  But the whole challenge is designed to take a long time.

How can I play this out?  What kind of actions can the player do.  I don't want to railroad him and I want to give him free choice.  He's specifically going to be changing an aspect to represent the new "responsibility" his character has taken on.

Another idea was to set it up as a mini-game.

Like work spaces.  The quality of your workspace dictates the highest roll you can acheive.  In that sense, the "quality" of the company dictates the highest amount of shifts the player can get.  He can perform tasks to increase the quality of the company. 

Any ideas?

45
DFRPG / Skill blocks vs spell blocks
« on: March 18, 2013, 01:05:24 PM »
I was under the impression that, unlike spell blocks, blocks created via skills do not automatically go away if they are bypassed - they last the entire exchange.

Eg: In this example just ignore dodge attempts:

I use my weapons skill to Block all incoming attacks (block str 5):
3 enemies attack me in this order.
enemy 1: attack 4 (fails to hit);
enemy 2: attack 6 (hits with one shift of success) - block is still active for the next attacker
Enemy 3. attack 5 (hits with no shifts of success)

Am I crazy?  I can't find where I read it in the book except YS 210:

Typically, a block action lasts until the player
who initiated the block takes his next turn. At
that point, he must choose whether he wants to
take another action or if he wants to maintain
the block.

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