Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UmbraLux

Pages: 1 2 3 [4] 5 6 ... 112
46
DFRPG / Re: Modeling intellectus?
« on: August 13, 2013, 09:55:16 PM »
Out of curiosity: What's Intellectus?
It's discussed on YS292 in the Places of Power section.  In brief, it's the ability to simply know everything about a place. 

47
DFRPG / Re: Blocks vs sight & hearing
« on: July 24, 2013, 08:18:51 PM »
YS142;  "When you decide to strike, the victim gets one last Alertness roll to see if he notices something at the last moment. "  Emphasis added.   

All the prospective victim needs is to notice something going on.  This is a good thing (TM) in a game with no facing and many types of stealth.  There's no requirement to notice "you" - just something.  If he doesn't notice the something "you" get the advantage but that doesn't mean you need to track who notices whom individually.  That'd be a nightmare in any good sized battle. 

48
DFRPG / Re: Blocks vs sight & hearing
« on: July 24, 2013, 05:34:07 PM »
Sure, and they may well tag/invoke those aspects to reflect their advantage. 

However your capitalization of "Ambush action" made me think you were discussing the Ambush trapping under Stealth.  It would only apply to the first recognizably hostile act...which is probably when things go dark. 

49
DFRPG / Re: Thaumaturgic question
« on: July 24, 2013, 04:45:02 PM »
Err, Usain Bolt hit 27.79 mph.

But the real issue is transferring it to game terms - that's why I suggested an Athletics threshold.

50
DFRPG / Re: Thaumaturgic question
« on: July 24, 2013, 01:28:35 PM »
Good point on two triggers...I somehow overlooked the "biped" criteria   :-[

51
DFRPG / Re: Thaumaturgic question
« on: July 24, 2013, 01:10:19 PM »
One if speed is your only criteria.  However I'd ask the caster to either have a symbolic link for the speed he's targeting or to set a movement threshold.  Without a link I don't think a spell construct could tell the difference between a legendary Athletics result from a speed power and one from a good roll or aspect invocation.  On the other hand, a movement threshold gives a concrete answer to triggering.

52
DFRPG / Re: Blocks vs sight & hearing
« on: July 24, 2013, 11:42:39 AM »
If characters are Blind & Deaf as a taggable aspect, is it fair to then tag that as part of an Ambush action? 
They're certainly taggable as part of an attack.  It'll be situational, but I suspect using them as part of a Stealth Ambush would be difficult.  Going suddenly deaf and blind should be a big clue that someone who dislikes me is nearby...

I'd suggest using the aspects for compels instead anyway.  You're not going to use ranged attacks if you can't sense anything at range. 

53
DFRPG / Re: Newbies ask the darnest things
« on: July 19, 2013, 06:12:41 PM »
Agreed. 

The defaults are there because they are common but don't fear changing the default when it makes sense.  Locking ourselves into a single method of reacting gets old. 

54
DFRPG / Re: Newbies ask the darnest things
« on: July 18, 2013, 01:21:06 AM »
The skill descriptions define how they're used...so it depends on context.  Someone shoots at you - you probably dodge with Athletics.  But what if you're driving a car?  Athletics no longer makes sense.  Action instigates the reaction, it will almost always have the primary say in what gets used simply because it is proactive.  But, sometimes, you can add a twist to the narrative and change things...

55
DFRPG / Re: Newbies ask the darnest things
« on: July 17, 2013, 06:15:04 PM »
I know that that Rote Spells in the book are to be taken with a grain of salt. I do, however, have a question about something they introduce to the game.

Magic dictates how the target of the spell Defends against the attack or maneuver. Is that a feature or a bug?
Neither, it's false.  Or at least a major assumption made from flimsy evidence.

The narrative is what shapes the defense. 

Rote spells only show half the narrative - that defense may well be changed if / when the defender is able to modify the narrative.  Showing a default doesn't mean it becomes the "one true way".  ;)

56
DFRPG / Re: Limits of Evocation?
« on: July 12, 2013, 12:53:58 AM »
First - would you agree that the selection of Water as Channeling-element for a Biomancer-growing-toward-wizard?
Sure.  You can make an argument for any of the Grecian elements fitting once you start digging into each element's purported mystical attributes.  But Water is often closely related to healing.

Quote
Second - what would you say of these effects:
  • Effects similar to tear gas by causing mucus membranes in the eyes, nose and mouth to overproduce? (Maneuver: Aspect "Tear gas" or similar on the target)
  • Choking/suffocation from water in the lungs, exuded blood & mucus? (Attack)
Those can work. 

Quote
Or would these be too complex for Evocation? I'm still really on the fence. I really like them, but the might very well need Biomancy Evothaum.
It's all in how you describe it.  "Infusing the flesh with excess water." is simple evocation.  "Combining appropriate molecules to create tear gas." is complex, should require a knowledge of chemistry, and is probably thaumaturgy.  But both may well have the same result of difficulty seeing and breathing. 

---
Regarding magical healing, I tend towards the following:  Any kind of instant healing needs some amount of medical knowledge* however anyone can enhance a body's natural healing ability. 

*The medical knowledge doesn't have to be the caster's.  A victim could get a broken arm set and splinted at the hospital before having a mage speed the healing.  You just don't want to speed the healing before having the arm set unless you have the medical knowledge to ensure it heals correctly. 

57
DFRPG / Re: Maneuvers
« on: July 10, 2013, 03:19:47 PM »
Have to agree.  Take the Knocked Prone example, standing back up is easy unless someone is actively trying to keep you down.  So removing the aspect (i.e. standing up) is often going to be either automatic or a resisted roll.  It's probably not outside the realm of imagination but I'm having difficulty coming up with a situation where the difficulty of standing up is related to how well you were knocked down.  :)

58
DFRPG / Re: Overwhelmed
« on: July 10, 2013, 12:35:16 AM »
That would be a 2400 mile hike for me.  ;)  I do have a few cheat sheets you're welcome to, PM me if you want 'em.

59
DFRPG / Re: Consequences per Exchange
« on: July 10, 2013, 12:17:21 AM »
No, DFRPG explicitly allows multiple consequences to be taken - even for a single attack.  See YS204:  "Multiple consequences can be “stacked” at a time, combining their rating for the purposes of absorbing an attack."

60
DFRPG / Re: Overwhelmed
« on: July 09, 2013, 03:55:30 AM »
Is there a step by step walkthrough of how to create your character? 
Here's a very basic outline listed in the order presented and numbered in the order I often use:
 - (1) Come up with some idea / concept.
 - (4) Choose a template.
 - Create your aspects:
 - - (2) High Concept
 - - (5) Trouble
 - - (7) Phases
 - (6) Choose your Skills.
 - (3) Choose any Powers.
The phase aspects are typically done as a group so it makes sense to put them last.  The order, in general, isn't going to be strict either.  If I have aspect ideas I'll note them and if concepts change things will get modified to fit...or vice versa.  Powers and Templates are often done in concert - makes getting any 'musts' easier.  Everyone will have their own preferences, this simply made it easier for me. 

Quote
For the Stunts and Powers:
Inhuman Recovery -2 (Catch: 0, just general constant recovery)
Inhuman Toughness -2 (Catch: 0, again, just general amped up toughness)
Supernatural Strength -4 (forgot if there was a catch on this, I didn't write one down though)
Marked by Power -1
Item of Power +1 (With the Channeling -2 bonus) ***Not even sure if this needs to go here***

So with this do I have -8, or does the Channeling add into it and go over my point allotment?
Recovery and Toughness powers must have a Catch.  Usually the catch will be worth a rebate and save you some points. 

I'd be leery of putting Channeling into an Item of Power, mostly because spellcasting is extremely skill dependent.  Doesn't really make sense unless you've come up with a unique background twist.  ;)  Items of Power do count towards your refresh.

Quote
Also, how do you go about picking stunts?  The book was very thorough on what they do, but not how many you are allowed to pick or how many points they cost, if any.  Do they just inherently come with your skills?  Say I wanted the "Wall of Death" stunt, would I have to give up other powers?
Stunts cost 1 refresh each so you'll need to pay for them.  Generally you'll only have one or two with other refresh being put in powers or saved for fate points. 

Quote
Character Items:  How does this work?  Do you just state "My character has this weapon, this piece of clothing..."?  If they have 'extras' like imbued powers how do you go about that?
Are you talking about magical items or mundane equipment?  The former you pay for with refresh and need to meet your high concept.  The latter are going to be a combination of what makes sense for the character to have and your Resource level.  If you have focus or enchanted items (granted by spellcasting powers) you'll choose what they are or leave a few as empty potion slots.

Quote
I just followed the pyramid pattern on Dresden's sample sheet, but I've seen a few posted characters on here don't follow that.  Are there multiple ways/rules of doing this?
You've got 35 points in skills - that meet the cap you're starting at?  There are multiple ways, the general rule is "You cannot have more skills at a higher level than you have at each and every lower level."

Quote
Consequences...
Consequences are your health...sort of.  In any case the only thing you need to know about them during character creation is how many you have.  That's going to be one each of Mild, Moderate, Severe, and Extreme unless you have skills, stunts, or powers granting you extra.

Pages: 1 2 3 [4] 5 6 ... 112