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Topics - gojj

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DFRPG / Skill Replacements?
« on: July 14, 2014, 10:36:28 PM »
I don't see any mention of them in YS but a quick search shows a lot of players using them.

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DFRPG / Question on Supernatural Sense
« on: July 05, 2014, 08:44:42 PM »
So I've never used Supernatural Sense before, here are a few ideas.

1. I can "smell lies". This would let me a.) Use Investigation instead of Empathy to defend vs. Deceit (would I get the bonuses from Echoes as well or is that too much stacking?) and b.) Allow me to use Alertness when I first meet someone to see how much they "stink". Not sure how this would play out mechanically, maybe once per person I can make an Alertness assessment to see if they have any aspects about being dishonest or mischievous?

2. I can smell a person's general morality. I mean, really general. It's not so much "I can smell you have committed two counts of robbery, three counts of murder, and arson", but instead "I can smell your souls has been tainted with murder". Again, I'm not sure how specific Supernatural Sense lets me get. Similar to the first one, I could make an Alertness role when I first meet someone to make an assessment.

3. I can smell the "predatory nature" of individuals. If a person is a supernatural predator, I can use Alertness as a kind of "sixth sense" when they are near. Not sure if I would be able to pinpoint where the feeling is coming from. This might intrude a bit too much into the domain of Lore. Because I don't have any Lore, he wouldn't be able to know what kind of predator he is smelling, just that it has malicious intent and is not human.


Do any of these sound plausible or am I way off the mark? My character is a Were-Coyote with bonuses to smell and tracking via Echoes.

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DFRPG / Echoes of the Beast question.
« on: July 02, 2014, 11:22:27 PM »
Say I choose to have a keen sense of smell for Beast Senses. One of the examples in Beast Trappings is the ability to track by scent, does this mean that I can't use my Beast Senses bonus for Tracking (survival) unless I also pick up the ability to track by scent with Beast Trappings?

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DFRPG / New Stealth Power
« on: August 17, 2012, 03:52:10 AM »
I was going to create a character that revolved around a Stealth power. Basically it allows the user to become a pool of shadow, allowing him or her to pass through, over, under, or around any physical object without any difficulty. It gains all the perks of Cloak of Shadows as well. I looked through the Custom Powers List and didn't see anything like this, but if it's already been discussed I couldn't find it. My rough draft looks something like this:

Shadow Form -2
See in the Dark Perception rolls are not penalized by darkness.
Melt into the Shadows When in a reasonably sized shadow you gain a +2 to Hiding.
Shadow Form You become a shadow, granting you a +2 to Skulking when in a reasonably sized shadow. Any difficulties due to passing through physical barriers (door, window, fence) are reduced to 0. Others can opt to use Lore instead of Alertness or Investigation when attempting to locate you. You cannot manipulate physical objects in anyway while in Shadow Form
Quite as a Shadow You cannot be heard and cannot make any noise.

I was thinking about adding some kind of armor against physical attacks (guns, knives, and fists), but I am stuck between what makes sense and what is balanced. I also decided against altering your senses while in Shadow Form for better of for worse, just to keep it simple. Others can certainly modify this or add optional powerups but I'm trying to keep this a two refresh power so that Minor Talents can take this if they want.

The mechanics of actually changing into Shadow Form would be identical to changing into a Wereform.

5
DFRPG / A few questions regarding Stunts
« on: September 09, 2011, 10:04:23 PM »
1. If you add a new trapping to a skill, how much (if at all) can it encroach on the territory of trappings of other skills?

Example: One of the first characters I made was a ninja and at first I wanted to add a trapping to Burglary called Ninjitsu; it would essentially be my go-to-trapping for all of my ninja-y stuff I wanted to do. But I decided against it because I thought it would encroach too much on Stealth (sneaking around), Weapons (attacking from shadows), Deceit (making disguises), and Craftsmanship (making small incendiary devices).

2. Is the Listening stunt a rule or more of an exception to the rule? It is the only stunt in the book that gives more than a two shift bonus at the expense of lowering another skill temporarily.

Example: Say I wanted to make the stereotypical blind martial arts master. I want to give him a stunt representing the fact that his other senses are heightened due to his lack of sight, something like: Heightened Senses: The lack of sight has made your other senses much sharper. +3 to Alertness rolls (Avoiding Surprise and Passive Awareness) when sight is not necessary, if sight is necessary then Alertness is automatically Terrible. Finer points aside is it possible to increase the shifts a stunt gives if a probable penalty is added?

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DFRPG / Practical applications of a Chemistry Major
« on: September 02, 2011, 01:21:48 AM »
My Crafter (a character many here have helped me with) has a Masters in Chemistry so he knows a lot about mixing mundane chemical compounds in addition to his high Lore. However I just realized that I wasn't using that back story on my character sheet so I took away a few enchanted item slots and slapped on a stunt: Chemistry Major: Can roll Scholarship to create chemical compounds. I like him being able to make magical as well as "normal" things with nearly equal skill, but I'm struggling to think of practical applications of chemicals due to the fact that I personally hated Chemistry in High School and know very little about it.

My character has a Scholarship of Superb (5) so he has a fairly useful lab, but are there any useful chemicals that I could make by myself? In my mind I'm imagining rusting locks, opening a jar and have the contents react with the Oxygen to through up a smokescreen, throwing hydrochloric acid in at someone, etc., but how much of that is conceivable? I'm not asking anyone to do any extensive search for me, if it comes down to it I'll suck it up and wade through Wikipedia to find stuff, but does anyone remember enough from their High School or College Chemistry classes to say whether or not this is plausible? When playing Dresden we of course overlook whether things are perfectly realistic to make the game less tedious and more fun but I'm not sure if what I have in my mind is completely ridiculous or not. Thanks for the help in advance.

7
DFRPG / PDF vs. book regarding Crafting
« on: August 29, 2011, 11:19:37 PM »
I only have access to the PDF and was wondering if there were any significant changes in the book regarding Crafting. I'm asking because after I made my Crafter (with help from this community) and used him in a game, I found he was stupidly overpowered. This is his power section:

He was a Lore of Superb (5)
-2: Ritual: Crafting
-6: Refinement

Jacket: +5 Crafting Strength
Pocket Watch: +3 Crafting Frequency
Right Glove: 10 Water Shield. 4 uses
Left Glove: 10 Fire Shield, 4 uses
Necklace: 10 Spirit Block. 4 uses
Pencil: 10 Earth Maneuver, 4 uses
Ring: 10 Air Blast, 4 uses
7 Potion Slots

According to the PDF I have not broken any rules, my items do not exceed twice my Lore in Strength, my focus items do not individually exceed my Lore, but having potions with Strength 10 that have 4 uses each was just broken. During play I made each potion only single use and we still waltzed passed some very difficult confrontations. The enchanted items (while powerful) were less of a problem because their limited uses seemed to affect them more than the potions. Are there any revamped rules in the book that contradict the PDF regarding Crafting?

And on a semi-unrelated note, what does the Focus Specialization for Crafting do? The PDF describes it as "increas[ing] the limit on how many bonuses may be placed on a single focus item" (YS 280) but I'm not sure what this means. Does it mean that if you have a Focus Specialization of one a focus item can have a total bonus of your Lore +1?

[Edit: Changed the name of one of the Enchanted Items to avoid confusion]

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DFRPG / Question about Inhuman Strength
« on: August 29, 2011, 08:03:27 PM »
Specifically my question pertains to: "Superior Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question" (YS 183). This means it would stack with the +2 stress also included with Inhuman Strength when attacking somebody with physical force, correct? Because by its definition it seems like Might would always modify Fist rolls when attacking someone, well almost always, I imagine if your character was more about finesse than brute strength it might not. But say I roll straight up on my Fist attack and get a Great (+4) and I have Inhuman Strength, would the total stress (assuming the opponent rolled a mediocre defense with no armor) be 6 or 7? Can I modify my fists with Inhuman Strength and receive the +2 stress from Hammer Blows in the same attack? And if I can would I have to dictate how my Might helped me or would it just be assumed that if I punch a guy my Might would come into effect?

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DFRPG / I feel like I'm doing something wrong...(Making a Crafter)
« on: August 04, 2011, 07:14:09 PM »
So because I usually make "serious" characters I decided to make a guy who's kind of quirky. I decided to make him a Focused Practitioner with Ritual: Crafting. He makes quite powerful potions and sells them to local doctors and "spirit healers" as vaccines, antidotes, etc, but as I finished up his power list I just couldn't shake the feeling that he was too strong and that I had messed up somewhere. I'm going to copy-paste his powers and explain it a bit to avoid any confusion. I haven't decided what the refinements will be (a hat, ring, etc.) yet, I'm just focusing on the mechanics at the moment.

-2: Ritual: Crafting
    -1 Refinement: +4 Crafting Strength (combined with 2 free focus items from Ritual)
-2: Refinement: Block 10, 7 turns
                      Blast 9, 5 turns
-2: Potions (7) +1 Potion strength

Ritual: Nothing odd here, used the two free focus items and then bought a refinement to increase the bonus. Bonus is under Lore and potion strength is still under 2x Lore.
First Refinement: Used 5 slots here: 1 for item, 1 for increased power, and 3 for increased use.
Second Refinement: Used 3 slots, one for item, and 2 for increased use.
Potions: Essentially 2 refinements, just combined them to save space. Used 7 spaces for potions and one to increase potion strength (the book isn't very clear how this works, does the +1 apply ton all potions I ever create or just for one potion per game?)

It just seems like I messed up somewhere, otherwise I can (for only one scene of course) become nearly invincible if I drink a Guns and Athletics potion in the same scene, having at least one above legendary in each stat. I know drinking more than one potion at a time has bad effects, especially potions this potent and I assume this will manifest in an aspect on me, something like "Churning stomach" or something, but even with that it just seems like I can become a god for 2-3 scenes in any form of combat. I double checked the rules (I only have the PDF and I know the book is slightly different so maybe there's a modified rule there I'm not aware of) and can't find any mechanical faults, but like I said I just have a feeling that I'm missing something. The strength of the potions are 10, exactly double my Lore and the limit on the strength of craft able items. And just as a side note the refresh we are currently at in out campaign is 9, so I have 8 refresh to work with.

Thank you for your time.

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DFRPG / Potential Power
« on: July 29, 2011, 11:00:55 PM »
I was thinking about giving my Autumn Knight (who was a rancher before his knighthood) a power to "summon" a horse no matter where he was. It will tie in his previous occupation as a rancher well I think. The horse isn't going to have stats or anything so it's not a summoning spell per-say,I'm thinking more along the lines of how Gandalf summons Shadowfax in LOTR. Something like the second or third turn after I call the horse appears. Firstly, do you think this is possible? And secondly, do you think this will be a -1 spell? The only real benefit will be increased movement via the switch from Athletics to Survival as the movement skill. The reason that this will be a spell is because the horse will be unique like Shadowfax, so it's not like I'm just whistling loudly hoping for the nearest horse to hear and come running.

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DFRPG / A question about wording of stunts
« on: July 27, 2011, 10:24:46 PM »
I feel the best way for me to ask this question is by giving an example. In Your Story there is a stunt called Make-up Artist:
Make-Up Artist: Given enough time, you can
create very convincing disguises, ones that will
hold up to deeper inspection (although not to
careful scrutiny and magic). Any attempt using
Investigation or Alertness to see through your
disguise is at an additional +2 difficulty.

Is the reason it doesn't simply say "+2 to your Disguise trapping" because magic can be used to see through the disguise without using Investigation or Alertness?

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A quick search through old topics tells me that this concept has been done before and been discussed before, however the most recent topic is about a month old and I did not wish to resurrect an old topic (typically frowned upon on most boards). I have moderate experience with the Dresden RPG, I have never GM'ed but I have played enough to be confident with the rules and now want to make a more conflicted character, my first one was a Changling whose sole goal was essentially to survive, he was not beholden to anyone. I have decided on a Knight of the Fairy Court but we already had a Summer Knight (from a previous campaign) in the city and most other characters hated the Winter Court, so a Winter Knight was basically out. I then decided on attempting to make an Autumn Knight and here is where I stand right now.

I gave him Aseelie (liked the name more then Adseelie, to each his own I guess) magic which consists of: Wildness, Decay, Growth, Hunting, and Air. I took aspects from Summer and Winter as you can see and I feel these embodies Fall fairly well. I liked the idea of Fall and Spring being the more transitional of the four Courts but I wasn't fond of the idea that the two were wiped out and now in hiding. I decided to put a twist on it that yes, they were wiped out, but they are by no means hiding. Just like how scientists are discovering how the Earth may be going through "seasons" spanning millions of years (polarity shifting, average temperature rising and falling), so did the four courts. Whenever the Earth began too shift, the Autumn and Spring courts rose in power and every time the Earth stabilized the Summer and Winter rose to power. Now with the talk of global warming (not trying to spark a political/ecological debate) I'm thinking that maybe it's time for the Spring and Autumn Courts to be gaining power again and cast down the Summer and Winter Courts. Whether these transitions are peaceful (the fae recognize it's part of a cycle and accept it) or violent (the courts try desperately to fight off the steady advance of Mother Nature) I haven't decided.

Anywho my character is an Autumn Knight (in out campaigns there are more than one Knight per court as to not limit players wanting to create them) sent to check on the Winter Court as (whoever is the head of Autumn Court) suspects them of attempting to harness some powerful magic to stop the advance of said nature and maintain power, perhaps hopefully allowing Summer to fade so they are uncontested.

I apologize for the long post and if I made any grave errors concerning the Dresden-verse I apologize, like I said I have only moderate experience. I may have to drastically change the story of the Autumn court if my GM doesn't like the whole shift in power thing but I would like some feedback/suggestions from the much more experienced and seasoned folks here on the forums, both about the balance of power thing and my picks for the Autumn's Sponsored Magic in general.

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