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Messages - UmbraLux

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61
DFRPG / Re: Multiple Main Actions
« on: July 07, 2013, 11:12:04 PM »
Yep, that's what I meant.  Sounds like it hasn't affected your group at all.  If you don't mind my asking, how often do players take multiple actions?  Has high or low weapon value affected the decision at all?

62
DFRPG / Re: Newbies ask the darnest things
« on: July 07, 2013, 05:42:00 PM »
What's the least amount of time it takes to cast a ritual using Thaumaturgy?
Probably a scene...which isn't very exact. 

How are you defining time?  Scenes and exchanges within the game?  Real world minutes and hours?  Or time taken in the emergent narrative?

Thaumaturgy relies heavily on Declarations.  They often take no time from a current scene which really leaves the number of exchanges it takes to draw and control power as your 'current game time' minimum.

63
DFRPG / Re: Multiple Main Actions
« on: July 07, 2013, 03:50:06 PM »
When performing multiple actions, the total bonus from skills on all actions taken in the round must be at least one step lower than your highest skill. 
It's an interesting solution to limiting the power of multiple actions.  However it looks like it penalizes generalists over those who specialize in a few skills.  Do you have any generalist PCs in the group?  If so, how often are they able to take advantage of multiple actions compared to their specialist cohorts?  Finally, have you considered basing your total bonus on the current max skill level instead of on the characters' max skill?

64
DFRPG / Re: Powers for a Reaper/Shinigami Scion character?
« on: July 05, 2013, 01:47:06 PM »
Hi all,
I will be playing a Reaper/Shinigami Scion in an upcoming game, and while I have the story part handled, I would like some input on power selection. Which powers do you think fit such a character thematically? I believe Ghost Speaker fits rather well, but other than that, I can't really decide on which route to go.
I'd give one Incite Emotion (Despair) plus Lasting Emotion and Potent Emotion and, possibly, a Supernatural Sense based around death.  If you're going for the full Shinigami power set I'd add Spirit Form and Domination with Possession.

That's going off the legends of them possessing people and causing suicides.  Did you have a different set of legends in mind?

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Also, for the purpose of draining someone's soul/life force, which power fits better: Blood Drinker or Emotional Vampire (assuming one does not have Incite Emotion)?
Probably Emotional Vampire though either would work - the two are, in many ways, the same power with different skills and trappings.

65
DFRPG / Re: Bodyguard stunt
« on: July 04, 2013, 02:59:50 AM »
You could make it a maneuver ("I'm guarding so-and-so") and tag/invoke it for effect to reactively block or take a hit - or simply pass them the tag for a better defense.  You'd want to work out the details & possibilites with the group ahead of time but it's an easy way to protect someone without needing a new power.

66
DFRPG / Re: Item of Power: Demon Hunter's Sword
« on: July 01, 2013, 09:45:15 PM »
...making them decide this stuff for themself defeats the purpose and makes your work less useful.
This is something we all do with the published material.  Or have the forums broken out in a chorus of unanimous agreement while I wasn't looking?   ;)

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Also, Wasting Touch is not very similar to Venomous. They really don't have anything in common.
Shrug.  In the end, both are ways to use a combat skill to apply specific aspects to a victim.

All that said, I'll pass on responding to additional comments here that don't address the OP's concerns.  It's past time to get back on topic.   

67
DFRPG / Re: Item of Power: Demon Hunter's Sword
« on: July 01, 2013, 05:14:20 PM »
The modifications are significant enough that they create entirely new mechanical questions. Like Tedronai, I'm not sure how you intended this item to work.
My intent matters far less than the interpretation of any group using it.  ;)

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I could come up with my own answers, but that would be more effort than just rewriting the item entirely.
The OP would probably appreciate that, I believe Shiniba was looking for multiple sword ideas.

@Tedronai:  Consumes Power does nothing except clear the Supernatural Predator aspects so the power can be used again.  It consumes a tag you would otherwise get to do so. 
----
Since it's apparently not obvious, Wasting Touch is Venemous with an extra aspect and Supernatural Predator is All Creatures are Equal with limited uses tied to Consumes Power - a modified Hunger Track (using aspects in place of a track).  None of it is particularly unique, it's simply changing trappings to fit the chosen background.

68
DFRPG / Re: Item of Power: Demon Hunter's Sword
« on: June 30, 2013, 08:37:52 PM »
That writeup leaves some serious mechanical questions.
I could give answers but they'd be my answers not yours.  Better to let you come up with your own answers should you desire.  Suffice it to say, the three powers are pulled from the book and modified / re-skinned to fit the background text.  Applying them shouldn't be all that difficult. 

69
DFRPG / Re: Is looking back in time a violation of the 6th Law?
« on: June 30, 2013, 02:27:05 PM »
That even this kind of divination or time magic is either very difficult to impossible to perform to a very definitive detail
Probably true...I can't think of a good symbolic link to a specific point in time.  Anything physical has existence across some chunk of time, you'd probably get confusing visions mixed together from its whole existence.

70
DFRPG / Re: Concessions
« on: June 30, 2013, 02:19:57 PM »
Doesn't really work anyway.  Assuming you don't know what the character wants already (In which case why are you fighting a random stranger?) all I'd say as GM is "That's not even a reasonable starting point for negotiation.  You can try again, meanwhile we're moving on."

More realistically, not knowing something as basic as goals was cause for either social conflict to find out or research.

71
DFRPG / Re: Item of Power: Demon Hunter's Sword
« on: June 30, 2013, 12:40:10 AM »
I was thinking mechanical differentiation...
Ahh, in that case here's a possibility:
Black Saber of Meriri [-2]
Musts:  Owners of this weapon must be predators.
Skills Affected:  Weapons, others.
Effects
   [-0] It's a Sword. 
   [-0] Purpose.  This sword was birthed in ritual death and made to kill supernatural creatures.  The sword itself is amoral, it will kill any supernatural with equal hunger.
   [-2] Wasting Touch.  The blade hungers and feeds off of it's victims.  Any supernatural wounded by the blade gains the "Underfed" aspect and a second wound gives it the "Emaciated" aspect. 
   [-3] Supernatural Predator.  The saber may gain the qualities of a supernatural creature's Catch after touching it once.  Doing so causes it to take an appropriate aspect which may only be cleared by consuming power (see below).  If the sword ever takes on two of these aspects it will force it's wielder to consume (i.e. attack and wound) the nearest supernatural's power at the end of the scene.
   [+1] Consumes Power.  You must wound a victim and leave the blade in the wound for an exchange while it feeds in order to clear Supernatural Predator aspects.  This uses the tag gained by adding the Underfed or Emaciated aspect.

72
DFRPG / Re: Item of Power: Demon Hunter's Sword
« on: June 29, 2013, 11:50:07 PM »
You guys have any ideas for something I can do to spice this Item of Power up a bit?
Are you looking for mechanical differentiation or background/story?

If it's the latter, I recommend giving the weapon three things:
 - A beginning or pivot point.  What turned the sword into a demon hunter?
 - An internal conflict.  What causes the sword to fail or perhaps even change goals?
 - A purpose.  (You've done this already.)

An example might be something like this: 
   The Black Saber of Meriri is crudely forged from a fireplace poker which was used to pin the demon Meriri to the ground while priests completed a banishment ritual.  Afterwards, the poker had taken on some of the power generated by both demon and spell and was given to House Chantraine to protect.  At some point, a Chantraine scion forged it into a blade. 
   Wielders since then have occasionally mentioned a feeling of intense hunger when taking up the blade.  A few complain of hearing inarticulate mutterings and wonder if the demon Meriri is somehow bound to the blade.  One wielder is known to have used the blade to take his own life. 
   For the last few generations, the blade has been held by the Clan and used by their hunters when normal weapons proved insufficient.

73
DFRPG / Re: Concessions
« on: June 28, 2013, 01:08:21 AM »
I thought that players couldn't flat-out reject concessions and go to the taking out. Because that would mean that if a monster wants them dead, and they try to concede to stay alive, the monster can just say no. And kill them. So the same courtesy would then apply if the players were winning and the monster wants to concede before he dies.

Or am I missing something here?
They can...and you're not missing anything.  I believe the book recommends letting the players know (in character or not) when the NPC intends to kill, but that is certainly an option. 

Of course rejecting concessions in favor of killing is not a particularly smart thing to do in most cases.  There are laws against that sort of thing after all...in both mortal and supernatural cultures.  There's going to be a price to pay for killing.  Make sure that's clear - the characters are operating within at least two larger cultures, bending the rules too severely will bite you.

74
DFRPG / Re: Concessions
« on: June 26, 2013, 06:35:42 PM »
Concessions should happen before the roll.  More importantly, concessions are negotiated...and, as a negotiation, don't have to be accepted.

In other words you'll generally need to make sure you're giving up something material with the concession and not simply using it as an escape hatch. 

75
DFRPG / Re: Newbies ask the darnest things
« on: June 16, 2013, 02:39:17 PM »
Does anyone have experience with someone having the ghost speaker power? My player has it, but beyond the obvious "a ghost comes to you and wants your help with x" and "rolll a contacts roll to see if the ghosts know anything" I don't know how to help him shine in my game.

Any ideas?
He can also do a fair amount of information gathering (I had a player trading favors done in the physical world for information ghosts knew or could find out), use them as trackers / spies (for a favor again), find sites where people were killed recently (ghost, if there is one, may be too traumatized to speak), or even use them for minor maneuvers in the physical world (this either needs to be something the spirit is willing to risk existence on, cost a lot, or require the ability to command spirits).  Basically, anything a spirit can do he may be able to bribe them into doing for him...costs depending on how risky it is to the spirit, how much it aligns with the spirit's goals, and seldom having much to do with money.

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