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Topics - Taran

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76
DFRPG / Tazer Stats (nitty gritty)
« on: June 02, 2011, 04:52:04 AM »
So there's a few very old threads about this but they don't really answer what I want to know, so:

I want to do a tazer as a gun that does the maneuver "tazed".  I chose the maneuver because it seems to most fit the style of the weapon.  A block seems weird and doing stress seems clunky.

So I'm not asking How it should be done - it's a maneuver -  the question is:  How should I set it up?

I was thinking of giving it a maneuver rating(or weapon Power), let's say 4.

So you 'd do a Guns vs Athletics, if target gets hit he makes an Endurance against Power 4.

If he fails by 0, fragile; if he fails by +1 or more, sticky. and he is now "tazed"

Tazed could be compelled.  If so, they cannot act until they successfully remove the aspect by doing an Endurance vs 4, as a suplemental action.

Here's some of my concerns:
1. It requires 2 rolls to successfully taze someone.  Does this make it a bit useless?  Being compelled not to act seems pretty powerful, so maybe two rolls is justified.

To make it one roll(no weapon power), you might just do Guns vs Endurance. This would also make concern #2 a non-issue.  The only reason I don't like this is that someones skill shouldn't determine how effective the tazer is.

2. What kind of "power" would you put on it?  Is 4 too strong or is it too weak?

3. Would you make the Endurance roll to shake the maneuver easier each exchange?  Give the target a +1 to their roll everytime they try to resist?

Lastly, am I missing anything?

77
DFRPG / How does an Emissary contact his Boss
« on: May 26, 2011, 08:19:28 PM »
I have a player who's an Emissary of a Fae that collects relics.  He's a bit of a cleptomaniac and doesn't often realize he's stealing stuff and giving it to his boss.  I need something that would work relatively fast.  I don't want the player to spend a lot of refresh on it either.

I as thinking, maybe, an item of power.  You touch an item to it and it gets sucked into a Demense in the Nevernever.  It sits there, relatively safe, until an angent of his Boss can retrieve it.

What kind of refresh would that be?

Also, how do most Emissaries contact their sponsors?

78
DFRPG / Thaumaturgy declarations and time
« on: May 18, 2011, 05:16:23 PM »
Our group has come up with a formula for doing Thaumaturgy rituals.  We're stealing the format Crusher_Bob uses. 

My question is the length of time it takes to do the declarations.  I know the big answer is "it depends", but I was hoping for a bit more guidance than that.

Last night we played a game where we had 20 minutes to make a ward before the enemy came rushing in.  A complexity 14 ward was going to take 15 minutes, and we spent 5 minutes doing declarations.  starting at Lore 6 - so 4 declarations.

I ask because I'm taking the GMing reigns soon and there's a bit of a disagreement between myself and the player playing the wizard.  I just want to get a sense of what other people adjudicate.

79
DFRPG / Sunlight spell
« on: May 11, 2011, 04:40:54 PM »
I'm playing a Soul Fire wielder.

I want to make a spell that fills a zone with Sunlight.

My original idea was to just make it a maneuver that puts the Aspect "sunny" on a scene, but there was some argument as to whether that would damage vampires.  Everyone agreed that it would satisfy catches.

I know sunlight does environmental damage, but do I need to incorporate that into the spell?  Making it a weapon"X"?

I assume if I have to do both the maneuver and the damage it would fall under Thaumaturgy which I could do at the speed of evocation if the complexity wasn't too high.

80
DFRPG / Supernatural senses question.
« on: May 10, 2011, 04:58:29 PM »
One of my players wants to play a Monster Hunter and have a supernatural sense that he can use to track other supernaturals.  How do you adjudicate something like that?

Part of the fun is that many Supers are hidden or disguised, will it  ruin the fun if he can just detect them?

I was thinking of doing an awareness to notice.  The more supernatural powers = easier to detect.  Maybe powers specifically designed to trick the senses would add to the Difficulty.

So someone with 8 refresh worth of powers would require a fairly easy role, but if they had 3 refresh worth of power, like flesh mask etc.. the difficulty would increases by 3?

But that seems fairly straight forward.  What about Tracking them?  What is he tracking?  Their Aura? Do you have to designate a sense like smell or sight? I figured it'd be Investigation, Survival or Lore to track.  Veils and wards designed to hide such things would increase the difficulty.

81
DFRPG / A bit frustrated
« on: April 18, 2011, 04:57:01 PM »
I'm trying to make some spells and after reading posts, there's a few things I'm not sure of.  The mechanics of spellcasting I'm fairly good with, it's just the nuances of maneuvers and such.

Let's say I want to stun someone and prevent them from acting.

I use a power 8 rote, I could:

1. Do a Strength 8 Block against all actions against a target that lasts one round - or more rounds if I pump more shifts into it (but then it's not a rote).  So the target would have to try to do an endurance or something each round to get out of it.

2.  Just try to do enough damage and if he takes enough he can take the "stunned" consequence

3. Do a Stregth 8 maneuver to give him the "stunned" aspect, which I can tag for free once and again for fate points.

What is the best option?  I'm confused with aspects.  If one of my players is "stunned" because of a maneuver, can they act normally or can I say, "sorry, you can't do anything until you remove the maneuver" or is that a compel on the maneuver aspect?

Lastly, with evocation, can I do a classic D&D style sonic blast where the spell does damage and stuns at the same time (not including my above option 2) or is multiple effects the realm of Thaumaturgy?

82
DFRPG / Advice on a spell/power adventure idea
« on: March 11, 2011, 06:36:56 PM »
If you're Playing Dresden in North Bay, ON, READ NO FURTHER.

o.k, so I have an adventure idea that revolves around a shapeshifting party member.

A bad guy summons a demon to get it to do nasty things.  In return the demon wants the freedom to do as it pleases (this is a very, very rough explanation of the pact)

My idea was to have an entity who attracts  shapeshifters in a large area to him(several kilometers radius)and "forces" them to want to shift into their particular forms.

The reason the entity does this is because he's stealing their "human form" so that it can eventually walk among the mortals without having to use his energy creating a physical form for itself and no longer needs to rely on its summoner to stay in the mortal realm.

Everytime the demon forces shifters to change form, it steals their human side, eventually leaving their animalistic sides behind.

So a shapeshifting wolf, would become a wolf always.  Or, for instance, a human who gets an aspect of the wolf during the full moon would run around thinking he's a wolf during the full moon, but any other time of the month he'd be catatonic because there would be nothing human left.

So how do I do this?
One way I was thinking of giving the PC Plot driven "involuntary Change" and tying it to an aspect. (he'd get an extra refresh until they solve the mystery or until he's driven mad)
I was also thinking of giving the demon a form of "incite emotion" (to get them to want to shift) and " eat power" to steal abilities...but you can't really steal non-abilities, ie: humaness

I want to give the PC (and the other shifters) a discipline check to resist the compusion which gets harder everytime they are affected.  So another way, maybe, is a spell that causes mental damage, with consequences that I can compel like, "must go hunting" or "wants to be a dog" etc..that way they can slowly insane and when they get taken out it means they've been fully transformed.  But what kind of spell would that be and what would the mechanics of it be????  It would be cast from a Place of Power at the very least.


83
In our group, everyone has about 2 refresh.  I'm finding that each session, I spend my two.  It's hard work to get more and the one or two I manage to get are spent before the session is up  - and not by refusing compels.

I've read lots of threads with people "hoarding" fate points - which, of course, is not an issue with our group.

So I can see hoarding Fate points in anticipation of a big encounter, but sometimes you just need to spend the points doing grunt work and RP stuff.

Is the GM being stingy with the compels or am I being too quick to spend my points?

Should there be a build up of points and then a big throw down?

84
DFRPG / Character Concept: Micheal Landon, Highway to Heaven!
« on: September 16, 2010, 04:02:43 PM »
These posts are probably a dime a dozen, but I'm new to Dresden and the Fate system and need some advice on my character.  I'm a bit worried that he'll get owned in a combat.  Any advice would be great!

We're doing 8 refresh.

He's basically an Emissary of Power who goes around helping the "down-trodden".  I figured Micheal Landon was a bit too "goody-two-shoes" so my backstory adds a bit of grit (we'l call him Mike, for now):

Mike, a "Bad Cop on the take" gets betrayed and killed on duty.  As the demons of "Down Below" reach out to grab his soul, God steps in and gives him an ultimatum:  Repent, help me and you can save your soul from damnation.

Mike figures he has no choice, so he agrees to God's proposal.  He is brought back from the dead, Marked as an Emissary of God and goes around helping people...sometimes reluctantly.  He doesn't mind helping people most of the time but, in general, he feels that he's been forced into this job and doesn't really understand what it is to "repent".  He's really resentful of God even though God protects him etc...  He still has his cop instincts, most of his contacts (both Law and criminal - and now some ghostly ones) and he's still greedy and stuff, but his brush with death has left him more empathetic to peoples plights.

High Concept
Corrupt Cop turned Divine Detective

Trouble
Haunted by the Past

Other Aspects:

Cassandra's Tears:

Background
School of Hard Knocks or something that describes how he used his silver tongue to get by on the streets as a kid and as a corrupt cop
...opportunist manipulator??

Rising Conflict

A Big Fall and a Steady Crawl

First Adventure

Nose for trouble

Skills

Superb: Investigation
Great: Contacts, Conviction
Good: Empathy, Rapport
Fair: Guns, Drive, Presence
Average: Endurance, Stealth, Fists, Alertness, scholarship

Powers

Marked by Power -1
Cassandra's Tears -0
Wizard's constitution -0
Psychometry -1
Ghost Speaker -1
Guide my hand -1
Item of Power: righteousness, bless this house -1

Stunts:

Saw it coming -1 : Use investigation for dodge trapping in athletics

Total refresh left: 2

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