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Messages - Haru

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1966
DFRPG / Re: Character concepts
« on: October 21, 2010, 08:22:37 PM »
At the moment I am rereading the entire series (for the oomphth time now...) and I get new character ideas about every 3-4 pages (and forget about most of them about half a page after that). One idea stuck with me though, when I read about organ donation in one book:
A guy, born with a weak heart muscle and no magical power, doctors had not much hope for him living too long. However, around his 12th birthday he finally receives a donor heart, from a white council wizard (though nobody knows it at the time). From that point on his recovery is miraculous, thanks to all the perks his heart brought with it (Wizards Constitution and the rest of the wizard kit).
To be honest, I don't have much more beyond that point about the character yet, but I really liked the idea of someone getting his powers from a donor organ, and I thought the heart was most fitting.

1967
DFRPG / Re: A Couple of Questions from a new GM
« on: October 20, 2010, 06:05:15 PM »
self-immolation would suck rubber duck.

Hence the immunity suggestion as a part of that ;)

1968
DFRPG / Re: A Couple of Questions from a new GM
« on: October 20, 2010, 05:34:48 PM »
My idea for a fire-hand-attack would be this:
Make a rote spell for him to set his hand on fire. That way, he will not have to roll discipline to control the spell and it succeeds every time he casts it. Now normally he would still have to make a discipline roll to hit, but then you can just roll fists for that and you are good to go. Might need a stunt to switch from attacking with discipline to fists, if it is the only way he uses his magic.

Remember though: Fire conjured with magic is still fire. Using a new spell every exchange would be no problem I think, because the fist attack would just be his way of delivering the fire magic to his opponent, and that is that. If he wants it to stay on his hand longer than that, he would suffer the damage of his fire spell every exchange.

You could argue, that he has been training for a long time and is now immune to his own fire, at least on his hands. For that I would give him an immunity to fire on his hands. I would set the cost of this immunity to [-1], because it is really restricted and easily bypassed by anything that is not fire hitting his hands. Think of it as magical oven mitts.

1969
DFRPG / Re: White Council Power Level Sorcerers
« on: October 06, 2010, 03:03:05 AM »
They might not be recognized by any outside force, but it should be easy for a traitor inside the WC to point anyone who is asking questions to those regarded as troublemakers.

Then again, they are human, they are wizards, as far as anyone is concerned, they are WC. Of course some supernatural forces might learn about their "condition" and try to take advantage of it, but without any reason to think otherwise, they could be regarded as members.

On the other hand, why should they completely reject the council? They could just be members on paper, simple as that.

The question, I think, should be, do you and your players want to play a WC centric game or not. If you don't want the council involved at all, just don't involve the council (or rather: don't involve them more). Just let them be gone and let their characters develop the way they seem fit. If the players specifically want to act against the council, then make that part of the plot.

I think it was PG, where Charity talks about the warden that came to the cult she was in. The only thing he did was to tell them the laws of magic and then he was on his way. You could do the same, maybe give them a contact "if they change their minds". If afterwards they chose to break the laws of magic, that should still have consequences of course.

1970
DFRPG / Re: Armor - Clarification?
« on: October 06, 2010, 12:13:30 AM »
As far as I understood, armor simply reduces the stress taken by any hit the armor applies to. So you would effectively have your dodge roll + armor against any attack.

1.
The best way to do this would indeed be aspects. you could roll guns to apply a "steady aim" aspect on yourself or discipline to apply "calm as the ocean" which you can tag to make the shot. To bypass armor altogether with an aspect though, I think you would have to spend a FATE point once you made an assessment on your opponent.

2.
Like I said before, the armor reduces the attack roll by its rating, nothing more, nothing less. So a wizard with armor:5 can still be hit by a weapon:2 pistol, if the shooter rolls an attack of 4 or better, resulting in an attack of 6. Granted, without dodging he would still only end up with 1 stress, but they can accumulate rather nicely if there are enough of them.

Plus: an armor:5 spell would be at least 10 shifts, which would mean the wizard would have to have a power of 10 on that element to only get 1 stress for casting it, more if his conviction + bonuses are less (for example: conviction+specialisation and foci at 8 would result in 3 mental stress. Any caster would think twice about using a spell like that too often.). Even then, he would have to cast it beforehand, not as a defense action, and even then it would only last 1 round, if he didn't spend more power to fuel it up after that. He would also have to match his control roll (a discipline roll for 10 shifts), and a character would have to be pretty darn powerfull to be able to pull this of without ever having to resort to backlash or fallout.

There is a difference between blocks and armor. First of all, to create an armor spell, the spellpower is divided by 2, while blocks always get the amount of power that is put into them. The key difference between block and armor though is the fact that a block is destroyed once it is surpassed while armor holds as long as it is powered up. In any case, you can simply tire your wizards out if they try to have the shield on at all times.

Look at Harry and the Flamethrower in DB. Harry was well known for his shield, so Mavra has her goons shoot burning napalm at him, and while he is able to hold back the physical component of the attack, the heat still burns his hand to a useless clump. They will not be able to shield themselves from anything someone can throw at them. You could work them from a completely different angle like trapping them instead of hurting them or blinding them temporarily, actions like that could not care less about a physical block.

3.
The armor subtracts stress from the attack by its powerlevel, just like any other armor. If the creature is hit with something that satisfies the catch, the armor doesn't count.

1971
DFRPG / Re: Cursed Immortal Bounty Hunter Aspects
« on: October 05, 2010, 10:01:02 PM »
I think you have invoke and compel mixed up there. As for the missing aspects, those are the guest star aspects and are created by being a guest star in another players story (or vice versa).

1972
DFRPG / Re: Bag of Holding
« on: October 04, 2010, 01:12:58 AM »
Somehow I am reminded of Gamma, if anyone knows him. He is an alien friend of Mickey Mouse and he has a pair of pants with the effect of a bag of holding. Anytime he needs something he is looking inside his pants pockets and gets out a whole lot of stuff, but it always takes him a while (and a comically large pile of junk) to find the right item. Could be a great way to compel it, if it is an aspect. And of course, if someone can macgyver the wrong item from the bag to work for them, it is bound to be a great scene  ;D
"For my next trick... anvils!"

1973
DFRPG / Re: "Knocked on yer' butt!"
« on: October 03, 2010, 03:59:10 PM »
it would not work as an attack, because even if you make it a weapon:2 spell, it would only add to your discipline attack roll, so the maneuver would be the way to go for a spell like this.

The extra shift for moving one zone however is legit.

1974
DFRPG / Re: Living Circle
« on: October 01, 2010, 08:59:25 AM »
You can absolutely do that, in fact you can have the strongest caster of them lead the ritual and everyone of the rest put a AIDED BY XYZ aspect on the caster to reflect that.

I it is a praying circle you want to use as a block against an unholy intruder, take the conviction of the leader (probably a priest or some other kind of true believer) and use his conviction plus again the AIDED aspects to create a threshold. You could either work it as a thaumaturgy ritual, rolling a few times and be done once the threshold is established, or (probably more dramatic) as an evocation, having to refresh the block every few exchanges. If you want to create a safe environment out of a fight, go with the first, if you have a group of people you want to protect until help arrives or the help is there, but the enemy would still rather bash the innocent, go with the latter. Both times I would use conviction to create a block, the lasting one would use shifts to increase the duration, the short hand one would have to be set up once and be refreshed by casting it again while it is still up and running, putting all those shifts in duration.

1975
DFRPG / Re: Blessed Bullets???
« on: October 01, 2010, 12:34:10 AM »
I don't think a simple "blablabless, now the bullets are holy" should be enough. You could treat this as a challenge (YS324) with a high enough difficulty. This would make it more or less a holy thaumaturgy ritual. You could argue, that they would need at least silver bullets to bless, they have to make them themselves, or - as you said yourself - engrave a religious symbol on the bullets or all of the above and more. Otherwise a catch like "holy" would be really dull, as any priest might just bless a toothpick and kill the demon with it.

Holy templates are all about conviction, I think, so that should play a role in creating a weapon. Creating a single bullet to kill a specific demon should take a while and maybe even cost a small fortune or a huge personal sacrifice, but that would create an imprint of the creators conviction on the bullet, making it powerful enough to kill the demon with one strike or else stealing it's toughness powers so it can be killed like anything else. Mass-blessing anything is not in line with a True Believer in my opinion.
Unless maybe it is something like a watertower that is about to be thrown at the big evil demon, but that is epic enough on its own to justify it.

1976
DFRPG / Re: Up To Their Waists In Demons
« on: September 29, 2010, 10:05:47 PM »
You could always plot-devise him to death, but in my experience, players get used to that and start slacking on their preparation for a big fight. However, if you feel you underestimated the demons power, you can always make him disappear, maybe because the sun is coming up, any kind of magical threshhold would work. If on the other hand you feel your players are not well enough prepared to confront the demon, tell them, maybe directly out-of-character, maybe more subtle through a contact. When they finally fight it, they should be well prepared. And they outnumber it 6:1, I think they have a good enough shot at it.

1977
DFRPG / Re: Trying to handle a multiple Evocation problem
« on: September 29, 2010, 08:55:59 PM »
The game is not only about big fights, so I don't see being "the thaumaturgy guy" as that big a problem. There is no limit on what you can do with thaumaturgy, even on short notice, evocation can't even begin to compare to that. Plus, as Harry always points out, it is about preparation. You can take some enchanted item slots and create things like Harry's kinetic rings to give you some extra power in a fight, and you will still have a lot more left in you once the other evocator has slung his last spell.

On the other hand, it is up to him how he sets the focus on his wizard. For evocation and thaumaturgy combined he got 4 focus item slots, put them all in evocation (might not be possible, but it's still 2 slots then), get more refinement on evocation and you can get a whole lot done. Of course then you are more of a combat wizard, but that seems to be the way your player wants to go.

Maybe in the first adventure, try to find some ways to give thaumaturgy a greater value, so the "real" wizard can shine without resorting to evocation only. Because thaumaturgy is what makes a real wizard, in my opinion. It does not only have to be search spells or things like that, there are a lot of ways to get creative. And of course as mentioned above: preparation with thaumaturgy will trump evocation every time.

1978
DFRPG / Re: DFRPG Character Creator/Manager
« on: September 29, 2010, 03:57:36 PM »
Really great work, I have been waiting for something like this from the moment I made my first character. Thank you very much.

But:
The "Car Mechanic" stunt has the wrong description.

A little bit more flexibility when it comes to customised stunts/powers. If it is possible, you could create an interface, where you can input your own stunts/powers and they are saved and displayed with the other stunts/powers in the usual frame. That way you could even import/export those stunts/powers and share them.

Same goes for evocation/thaumaturgy specialisation, it would be great if you would add the option to put in a customised specialisation.

In the rote spells, there should be an option for [none] in the focus section, so you can unselect a focus from a rote.


Other than that, it is really well done, and those are minor things.

Thanks again

1979
DFRPG / Re: Thaumaturgist Character Help
« on: September 28, 2010, 02:58:13 PM »
The power buildup is the easy part of the ritual. Just do an evocation like roll every exchange and add up the power of each roll. You have to declare the number of shifts you want to add every exchange and match that number with your discipline role. So if you have enough time, you can just put in 1 shift of power every exchange an be on the save side. Or you could even say you have all the time in the world to finish the ritual and just "don't bother" rolling.

1980
DFRPG / Re: Magic Items
« on: September 28, 2010, 02:15:35 PM »
Ah, right, that is pretty much what I was looking for. Modular Abilities it is :)

Thank you

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