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Messages - ReaderAt2046

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31
DFRPG / Re: Is looking back in time a violation of the 6th Law?
« on: June 04, 2013, 10:54:37 PM »
Sounds like an interesting series, but if Jim were using that system, there would be no need for the 6th Law.  I think applying the Time Wars physics would be more useful.

That's why I said "to divine the past". Obviously, a spell could be constructed that would let you alter the past, but this was more intended to be a spell that specifically couldn't break the 6th Law.

32
DFRPG / Re: Mental Evocations solutions?
« on: June 04, 2013, 01:31:19 PM »

I'd say the simplest solution would be to rule that it's impossible to do mental stress with evocation. Molly-style mindbending can be thaumaturgy. If you want to have Corpsetaker-style mental battles, then I'd suggest using these rules.

1. Evocation or psycomantic evothaum (Your discretion on which) can be used to initiate a mental duel, probably using a variant of the rules for a grapple.

2. In such a duel, each participant can attack with Conviction (or other skills as justifiable) to inflict mental stress (These attacks are Weapon 0, just like fists). Both parties can defend with Discipline, or other skills as justifiable.

3. The party who initiated the duel in the first place can disengage on her turn as a free action, but not if she has already made a mental attack that turn.

4. Fairies and other nonhuman creatures get a +2 bonus to mental attack and defense, to represent the extreme focus and alien nature of their minds. Scale this up to +4 or +6 for more powerful creatures (Mab, Molly, Atropos, Uriel,etc.)


33
DFRPG / Re: Is looking back in time a violation of the 6th Law?
« on: June 03, 2013, 05:18:25 PM »

In Elizabeth C. Mock's Children Of Man series, there are mages called "steppers" who can physically travel back in time. However, due to the immutability of the past, a stepper essentially becomes a ghost when he travels back. He can't physically affect anything and no one can see him or otherwise interact with him. You could use a system like this to handle spells to divine the past.

34
DFRPG / Re: Puzzle Enemies
« on: June 02, 2013, 07:25:32 PM »

I'd suggest that in most cases you can just give the boss Physical Immunity with a zero-point Catch representing whatever puzzle you have to solve (i.e. "Catch: Immunity can be revoked by destroying X doodad.")

35
DFRPG / Re: Defending against WCV powers
« on: May 23, 2013, 02:07:26 PM »

Another suite you could use would be something along the lines of "It is the Battle that matters, not the victory". (the idea is to fend off the despair attack by basically saying "Yes, I know that everything is hopeless. That doesn't change what I should do. I accept that doing the right thing will fail, and try anyway." So the despair attack hits, but it can't cripple you).

36
DFRPG / Re: Defending against WCV powers
« on: May 22, 2013, 04:53:48 PM »

My Christian Wizard could use "I Have Looked On The Face Of God". Hard to fill you with despair when you have an unforgettable cause for hope.

37
DFRPG / HomebrewAt2046
« on: May 20, 2013, 11:00:06 PM »

So this is where I'll be posting my homebrew Stunts and Powers.

I'll open up with a couple of Powers.

Electrics-Friendly (-1). You have a magical affinity for technology, and your powers get along fine with it. You do not accidentally hex technology.

Were-Trousers (Okay- maybe this needs a more serious name) (-1, requires Beast Change or True Shapeshifting) You have learned to extend the morphic fields of your shapeshifting power to encompass your clothes and equipment. Whenever you change, they are incorporated into the change and are restored unaffected when you shift back to your human form.

And a couple of Stunts:

Sniper: (Stealth)Whenever you make a ranged attack against a target from hiding, they must make an Alertness check (opposed by your Stealth) to spot you. If they fail the check, they are not aware of your location and their defenses remain mediocre against you.

38
DFRPG / Re: A new breed of Vampire
« on: May 20, 2013, 09:07:43 PM »
Sounds cool. i would think about having the Mythic Regeneration only active after the just drained someone of their life, and your able to have for an amount of time you drained someone.

I don't think that would work. The whole point of these critters is that their powers are always active.

39
DFRPG / Re: How would you write up a Fomor
« on: May 20, 2013, 04:14:21 PM »

I'd give the turtlenecks Inhuman Strength, Aquatic, and Supernatural Sense to cover their sonar, plus a decent Guns score. The shark-gorilla thingies from Even Hand would probably get Inhuman Strength and Toughness, Claws, and Aquatic.

As for Formor casters, I'd create a new sort of Sponsored Magic which is unaffected by running water and grants entropomantic evothaum and perhaps bonuses to entropomancy and biomancy. Then just throw in a few of Inhuman Strength, Speed, Toughness, and Recovery, add Aquatic and some Supernatural Senses, and maybe some Refinement. Skill up and you're good to go!

40
DFRPG / Re: A new breed of Vampire
« on: May 20, 2013, 01:04:01 PM »
Could be interesting. I think we have too many Jade Courts, though. Maybe make these guys the Yellow Court or the Pink Court or something.

By Superhuman Speed, do you mean Supernatural Speed or Inhuman Speed?

And have you given any thought to the mechanics of these fellows, beyond the three physical Powers?

Supernatural Speed. And as you'll note, I was considering make them the Yellow Court or something. As for mechanics, their form of feeding dependency is a bit more difficult to represent mechanically, because it doesn't behave like needing food, the way the rest do. A Yellow vamp can go for several months without feeding and be just fine, and their powers are always active, so they don't really behave in the usual way for a Feeding Dependency mechanic. I think it would be a more narrative-based thing, with the GM keeping an eye on how long the vamp has been without feeding and how much it would age them.

41
DFRPG / Re: WCV Questions
« on: May 20, 2013, 02:17:59 AM »

On Question 2, do we actually know that female WCVs are fertile? We know that males are because Lord Raith bore children, but we don't have any examples of Lara or Madeline bearing children (If we ever hear of Inari getting pregnant, that may or may not count, since the interactions with the phage are complex).

42
DFRPG / A new breed of Vampire
« on: May 20, 2013, 02:06:59 AM »

So I had an idea for a new breed of vampire, which could either be used as Jade Court (I'll refer to them as such for the rest of this post) or as a completely homebrew court, or possibly a new sort of vampire that has just been created. Anyway, the base concept is thus:

Jade Court Vampires are humans infected with a bizzare, semi-magical virus that alters their fundamental metabolism, accelerating it immeasurably. While this grants them Superhuman Speed, Inhuman Strength, and Mythic Regeneration (as baseline abilities!), their bodies also age at the accelerated rate. Without outside intervention, a Jade Court Vampire created at twenty years of age would die of old age within two years. In order to survive, Jade vampires drain the youth from their victims, reversing the effects of aging on their own bodies while prematurely aging their victims. In order to use this ability, the vampire lays their hands on the victim's heart and forehead, skin-to-skin. The victim usually must be drugged or bound to prevent it struggling, as the process does not paralyze or in any way immobilize the victim. A vampire actively feeding can drain about 1 year of youth every ten seconds. A new Jade vampire is created by introducing the blood of an existing one into the blood of a new victim. The infection, benefitting from the hypermetabolism, usually overwhelms the victim's natural functions within days.

Like their White cousins, Jade vampire's essentially human nature makes them resistant to most of the conventional vampire countermeasures. However, strong Christian faith has proved able to disrupt the disease's hold on its victims, stripping them of their powers and halting the accelerated aging. There have even been rumors that a sufficiently powerful symbol of faith,  connected with the free choice of the vampire in question, could kill the disease entirely and cause the vampire to revert to humanity. These rumors remain as yet unconfirmed.

43
DFRPG / Re: What are your favorite aspects?
« on: May 17, 2013, 10:15:11 PM »
Some good ones (not all from the same character)

Background: Mab's Grandson. (Pretty much exactly what it says)

Rising Trouble: I Have Looked Upon The Face Of God (turns out you can see some pretty awesome things by opening the Sight during a worship service)

High Concept: Protestant Ninja Inquisitor Assassin (Pure Mortal, so no zombie or robot).

44
DFRPG / Re: Law Talk
« on: May 17, 2013, 10:08:31 PM »

I think I see the disconnect here. I had forgotten that, as Lucio put it, "The Laws have nothing to do with right or wrong," so I was assuming that breaking the Laws made you evil.

Also, I remembered something I read that seems to present a good parallel. The army discovered a long time ago that all humans have a sort of mental block against killing other humans, hardwired into our emotions. So what they do is they take recruits and they subject them to battlefield conditions: chaos, explosions, noise, etc, and they have them "kill" targets over and over until the very instincts of the soldiers have been rewritten, so that when they are under stress their default setting is "Kill!". All armies have to do that, the good as well as the bad. Perhaps breaking the First Law does the same sort of thing.

45
DFRPG / Re: WCV Questions
« on: May 17, 2013, 10:02:26 PM »

I don't think Thomas actually can use magic, any more than Murphy.

The way I thought it worked was that technically anyone can use magic, but vanilla mortals can't feel the magic, so them casting is like a blind man trying to paint.

What I thought Thomas had done was memorize a few basic spells from Harry, and he just knew exactly how to work those.

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