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Topics - Theogony_IX

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DFRPG / Adjudicating the Discovery of a Catch
« on: April 14, 2016, 06:05:53 PM »
How is Catch discovery handled in your games?  This is something I've been trying to find definitive rules on for a while and I haven't been able to find anything.  Is there something in the RaW that covers how to go about discovering a Catch and how to determine the difficulty?  If not how do you or your GM handle it?

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DFRPG / Captcha and Security Question Using Phone
« on: February 10, 2016, 06:10:00 PM »
I'm trying to set up a game run over the forum with a friend of mine.  When using his phone, the forum seems to require a captcha and subsequent security question if he gets it wrong.  Does anyone else have this same issue, and is there a way around it?

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DFRPG / An Attempt at a Healing Power
« on: February 16, 2015, 09:05:54 PM »
I've seen some discussion about healing powers and how difficult they can be to model.  Here is an attempt at one related to faith powers.

Edited version:

Savior's Calling [-2]
Description: The strength of your faith has called you to stand between the darkness and those it would attempt to harm enabling you to accept and heal the injuries that are meant for others.
Skills Effected: Conviction
Effects:
Aegis. Once per scene, if an ally would be forced to take a consequence, you may take that consequence instead.
Laying on of Hands. Once per scene, given the time to pray, you may roll using Conviction to take from another player any number of consequences with a combined value no greater than your roll.  You must immediately accept those consequences and fill any available boxes to soak up the total value in consequences.  If you do not have enough consequences available, then you are taken out. 
You may choose to divide the value of a consequence and only accept part of it.  If you do, the severity of the consequence is reduced for the person you are healing by one step for each 2 shifts you accept from that consequence (This does not change the slot that the consequence is in, only the time it takes to recover from it).
Faith's Reward. Once per scene, you may clear away a mild consequence accepted through this power as a supplemental action.  Out of combat you may recover from consequences accepted through this power as if they were one level lower in severity. You must still seek medical attention or its equivalent to start the recovery process.
Stacked Recovery. Any additional recovery powers that may apply to consequences accepted through this power may further reduce the time it takes to recover by one additional level of severity.  This means that for the purpose of recovering from consequences accepted through this power, the benefit gained through having Supernatural Recovery would be the same as the benefit gained through Inhuman Recovery and the same for any other recovery power.
All other recovery effects that would apply to a consequence taken with this power apply as they normally would.

(click to show/hide)

Thoughts, questions, critique?

4
DFRPG / Creating Bigger Opposition in Low Power Games
« on: September 22, 2014, 09:09:44 PM »
Where my story currently stands:
My Fist of Adonai accepted a rather large compel to let a girl (RCV) take him back for a lap dance.  The RCV leader in the city used this as an opportunity to offer him a deal to team up and depose the WCVs in the area.  The Fist was fairly rude to him in response, so the RCV leader told his girls to cover the Fist in their saliva.  He tags the aspect for an effect that requires the Fist to need help before he can escape.

Meanwhile, the Wizard and the Cop sneak to the back, use a demon to create a diversion, grab the Fist and make to escape.  Unfortunately, the Cop and Fist succeed on their stealth rolls to escape, but the Wizard fails (and he didn't think to use a veil on his way out).  The doors boom closed behind the Cop and the Fist, and in front of the Wizard.

I've got some interesting story compels for the continuation of this particular scene to ramp up the tension and create cool character moments, so I really want to offer a compel to the Fist to go back in and save the Wizard which has the added benefit of putting him back on the path of righteousness and restoring a measure of the power he lost from straying in the first place (to clarify: this character gradually loses his power each time he strays from a righteous path, and maintains/regains it by acting righteously).

The problem I have is that I'm about to send them into a RCV stronghold, and equal opposition for this group is 22 refresh.  That's only 2 RCVs.  Granted there is chaos and blood frenzy everywhere, so its not like they're walking in on a well organized and defended foe, but they should be facing off against more than 2 RCVs.

Not only that, but they need to go and face another conflict immediately after this one involving RCVs and ghosts.

How would you guys handle creating the opposition in this situation?

5
DFRPG / Stunt Balance Check
« on: September 03, 2014, 10:57:21 PM »
Hey, looking for a little feedback on this stunt I negotiated with one of my players:

Hobbleshot (Guns) - Use this stunt to perform an maneuver and place the aspect "Hobbled" on the target.  If successful, you must pass the tag to another player, and the target of the maneuver suffers a -2 to their next action in the round of exchanges.


Should that be a -1 to the target's next action, or is the -2 okay?

6
DFRPG / PC Balancing Issues - Need Advice
« on: August 08, 2014, 09:47:00 PM »
Hi all, I'm new to RPGs and new to GMing, but I think I've got a fairly good grasp on the game rules and mechanics.  The issue I'm having is that my Wizard player seems to be throwing power around on a completely different level than my other players.  I put three of my players up against a Denarian in a learning session (my fourth players was not in attendance), and the wizard nearly took the Denarian out all by himself in two exchanges.  I'll give a basic description of the important parts of the conflict, then I'll list the primary parts of my player's characters.  Hopefully you all can give me some advice on what I may have done wrong, how you guys let your players build/play wizards, etc.

Sorcerer - Maneuver against Denarian lasting 2 exchanges, pass tag to Wizard. 6 shifts of power total.
Denarian - Huge attack against Sorcerer.
Wizard - 10 shifts summoned, 9 controlled tagging maneuver (1 shift fallout), after Denarian defense and armor - 15 shifts of stress,
Emissary of Power - Fists attack, after defense and armor - 5 shifts of stress.
Sorcerer - Maneuver against Denarian lasting 2 exchanges, pass tag to Wizard. 6 shifts of power total.
Denarian - Huge attack split between the 3 of them. Clear Minor Consequence.
Wizard - 9 shifts summoned, controlled tagging aspects consequences, and spending fate points, discipline roll finally equalling 12.  After defense and armor - 16 shifts of stress. Denarian taken out.

It's somewhat frustrating for my other players to watch one of them throwing around attacks in the high teens, and them only in the high tens.

Power level: Chest Deep

Evocation Wizard - Total Refresh Spent: 7
Conviction - 5
Discipline - 4
Lore - 2
Athletics - 3
Evocation Specialization - +1 Power Fire
Thaumaturgy Specialization - Undetermined
Focus Item 1 - +2 Control Offensive Fire
Focus Item 2 - +1 Power Offensive Fire
Focus Item 3 - +1 Control Defensive Spirit

Thaumaturgy Sorcerer - Total Refresh Spent: 7
Conviction - 3
Discipline - 5
Lore - 4
Athletics - 2
Evocation Specialization - +1 Power Fire
Thaumaturgy Specialization - +1 Complexity Diabolism
Focus Item 1 - +4 Complexity Summoning and Binding

Minor Talent Cop - Total Refresh Spent: 6 (1 power (custom ability "Truth Sight"), 5 stunts)
Guns - 5
---(Pistol Weapon:2, Stunt single use Weapon:4, Stunt Maneuver)---
Alertness - 5
Empathy - 4
Deceit - 4
Athletics - 3

Emissary of Power - Total Refresh Spent: 6
Inhuman Strength
Sponsored Magic - Channelling only
Guide My Hand
Marked by Power
Fists - 5
Endurance - 5
Conviction - 4
Athletics - 3
Discipline - 2


Has anyone else run into similar issues?

7
DFRPG / Noob Question - Attack Defense Chart
« on: January 05, 2014, 08:27:22 PM »
Hi all, this is the first table top rpg I've played and it will be a first for all of my fellow players too.  I've been tasked with learning the fine details of the game and GMing first to get us started.  I'm looking for a quick reference to how attack skills line up with defense skills, i.e. attack: fists - defend: fists, weapons.  I'm having some trouble keeping track of everything, and I know my players will too.

I'm sure this has been asked before, but I'm not finding it with any searches that I try.  Sorry for that, but any help is greatly appreciated.

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