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Messages - DesertCoyote

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1
DFRPG / Re: Book Bindings
« on: August 07, 2010, 01:03:02 AM »
I've had this problem also.

I contacted Evil Hat via their website and they asked me to get some pictures of the problem to them.  I haven't sent the pictures yet, but will do so after my group's next gaming session.  (We waited for what felt like forever to get them, I'm not in a hurry to send them back for repair/replacement if that is what their response will be).

2
DFRPG / Re: Attitude Adjustment
« on: August 01, 2010, 12:39:09 AM »
Oddjob was a James Bond villain that had a top hat bowler hat that when thrown at someone, could instantly kill them.  The weapon 27 is probably a joke to represent that fact.

Top hats are cylinder shaped, bowler hats are domed. :p   */nitpick*

3
DFRPG / Re: Attitude Adjustment
« on: July 31, 2010, 03:26:24 PM »
By the way, I still want a throwing hat for our game.  I took the liberty of statting it up.

Oddjob's Hat
Range: 1
Weapon: 4
Special: Returns like a boomerang, once per session can be used as weapon 27. :)

4
DFRPG / Re: "Grey Court" Vampires
« on: July 25, 2010, 02:28:57 PM »
Mechanically speaking for jumping off a building,

[-1] Wings restricted to controlling a fall
[-0] Human Guise

5
Not exactly related, but this is the closest pre-existing thread and I don't want to start another one.

Mobile Suit:  Gundam Pixie

Backstory:  I've got some technically wild fae, that are all members of a largely forgotten court of fairy.  They're pretty much all little folk of some variety due to political pressures from Summer and Winter.  Led by Queen Aoibheal  (pronounced ae-vahl, but generally known as "Scoot"), the Midnight Court has decided to embrace the recent developments in the mortal world.  As such, the concepts that concern the court have begun to evolve.  Formerly, the court was concerned only with traditional midnight activities (sex, promiscuity, faithfulness), but lately the little folk have begun sneaking into mortal homes and watching TV and playing video games.

Due to some recent security problems for the Midnight Court, Queen Aoibheal's guards have gotten it into their heads to build "giant mechas" . . . as far as giant goes to a creature that's 5 inches tall.  

Aoibheal's Guard
High Concept:  For the honor of Aoibheal! . . . and Pizza!
Trouble:  Ooh, look.  Shiny!

Skills:
Driving: 4
Guns: 2-3
All others default to normal pixie levels.  (OW50)

Stunts and Powers:
[-2]  Gundam Pilot Training  While using a mobile suit construct, this character may roll Driving to attack instead of the construct's Weapons or Fists.  The character can also roll Driving instead of the construct's Athletics to dodge.  Use the higher of either this character's skills or the construct's skills when taking an action or determining initiative.

All other powers default to Pixie writeup.







________________________________________________

Mobile Suit "Leo"
High Concept: Run of the mill mobile suit

Skills:
Endurance: 3
Athletics 2
Weapons: 1-2
Might: 1
Guns: 1
All others default to Mediocre.  Mental/Social stats default to pilot stats

Powers:
[-0] Human Sized: Pilots cannot use their diminutive size or wings powers.
[-0] Ectoplasm Body: Cannot be left unattended in the mortal world
[-2] Fangs: Technically a pair of beam sabers, not fangs.
[-2] Inhuman Toughness
[-2] Inhuman Recovery
[+3] Catch
: Cold Iron
[+0] Second Catch:  Must return to Midnight, Nevernever to "heal"

Optional:
[-1] Wings:  See thruster pack

Weapon Carried: (pick one)
10.5mm Rifle (Gun 3)
Beam Rifle (Gun 2, can spray)
Bazooka (Gun 4, explosive, must be reloaded each use)





________________________________________________

Mobile Suit "Tallgeese"
High Concept:
 The only thing that can stand up to the gundams!
Trouble: Rough on my pilots

Skills:
Endurance: 5
Might: 4
Athletics 2
Weapons: 1-2
Guns: 1
All others default to Mediocre.  Mental/Social stats default to pilot stats

Powers:
[-0] Human Sized: Pilots cannot use their diminutive size or wings powers.
[-0] Ectoplasm Body: Cannot be left unattended in the mortal world
[-2] Fangs: Technically a pair of beam sabers, not fangs.
[-2] Inhuman Speed
[-2] Inhuman Strength
[-6] Mythic Toughness
[-2] Inhuman Recovery
[+3] Catch:
Cold Iron
[+0] Second Catch:  Must return to Midnight, Nevernever to "heal"
[-1] Wings:  See thruster pack

Weapon Carried:
Dober Gun - Gun 5, cannot be fired on consecutive turns without a -3 penalty due to recoil


Other Gundams created as needed, but this is where I'm calling a stopping point on the post. :p

6
DFRPG / Re: Enchanted Focus Items?
« on: July 22, 2010, 11:37:35 PM »
Cool, thanks

7
DFRPG / Re: Enchanted Focus Items?
« on: July 22, 2010, 04:40:27 PM »
really?  What page?  I just re-read the  YS 278-280 and the write up for Warden Swords on YS 303.  None of it lists them as foci.

8
DFRPG / Re: Aspect Help
« on: July 22, 2010, 03:41:48 PM »
since you're relatively new to the forums, heres a pice of advice.

Never, and I mean N E V E R, read the forums and take a drink at the same time.
It'll help to save on cleaning bills and new Keyboards, trust me.


But honestly... you've read Jim's books... you should have known what could happen if you broke the Drink&Read rule... :P

Cetra02 is one of my players.  I can charge him for the laptop... or start giving him compels until his character is wondering why bad things just keep happening to him.


Also, strictly speaking, I haven't read any of the books except the RPG ones.  James Marsters FTW.

9
DFRPG / Re: Aspect Help
« on: July 22, 2010, 03:27:27 PM »
"I have the Power!"

(Additional invoke against undead...:))

Your focus item would have to be a sword. :p

10
DFRPG / Re: How would you do this concept:
« on: July 22, 2010, 03:11:59 PM »
Something you might consider that doesn't violate canon:

Nowhere in Dresden does it say there are no other habitable planets within the "mortal world."  It's entirely possible that there are other planets out there that have intelligent life, but the humans (wizard and non-wizard) are completely oblivious to them.

That being the case, stuff in the Nevernever is linked by concept, not geography.  It's possible that another planet has an aspect that bleeds into all concepts on that planet, but that aspect is not present on Earth and there is no direct link between the two worlds.

Generally speaking, things from the Nevernever don't just dish out information and in 6,000 years of human civilization, nobody from Earth has ever struck the right bargain to gain knowledge of this other planet.



Maybe if you revised a little so that instead of a dying universe, your character came from a dying planet, that might fit within canon.

11
DFRPG / Re: Aspect Help
« on: July 22, 2010, 02:11:39 PM »
Borrowed God's Smite Button

You almost owed me a new laptop.  You know not to post things like that when there is a good possibility that I will read them while taking a drink!

12
DFRPG / Re: Concerning shipping stuff...
« on: July 22, 2010, 02:09:25 PM »
@Tom Reed

*knuckle bump*

13
DFRPG / Enchanted Focus Items?
« on: July 22, 2010, 02:08:12 PM »
I didn't see anything against it in the rules, but I was wondering what the rest of you thought of a focus item that also holds a few charges of a spell.  It would still take up the appropriate number of slots in both categories.  The rules cover items of either type taking up more than one slot, but not items that take up both types of slots.

Just as a hypothetical example (because my players read this forum):

Bob the Wizard's Staff
+1 Air Attack Complexity/Control
2 Charges of Air Shield at Power 4 for 2 rounds

This takes up 2 focus item slots, and two enchanted item slots.

The actual combination I'm planning fits the mythos of the character, but there's not exactly a canon example of this type of item... except maybe the blackstaff, but we don't really know how that works.  In any case, I'm going to roll with it anyway.  I was just curious as to what the rest of you thought.

14
DFRPG / Re: Should it be possible to craft Items of Power?
« on: July 22, 2010, 09:01:14 AM »
@cetra
Yeah, I'm personally fond of the idea of crafting items of power.  Wait until you guys start investigating the 4 kids I sent you after at the end of our last session.   :P

BTW,  If you are still serious about making magic guns,  I've pretty much decided that as long as you don't create it with any mortal magic, it's not a first law violation.  The Laws of Magic only govern mortal spell casters and magic.  If the gun fired fae magic and wasn't wielded by a wizard, it would be a grey area the wardens would have to sort out.  That being said, one of our party did get drafted into the wardens at the end of our last campaign, so I can imagine how that will go.

Also, interchangeable cylinders would be a nuisance to carry around from a practical standpoint.  Just come up with a design for a gun and give it command words or something to change powers.


@everyone else
I would allow a PC to craft an Item of Power, given the right story-based opporunity and circumstances.

However, I wouldn't apply the thaumaturgy rules to the process.

Getting an Item of Power, assuming the story has provided the opportunity, is mechanically as simple as paying the Refresh. I don't believe a player should be able to produce a powerful artifact just because they can manage the right amount of Shifts, but likewise, if it's fitting that a character should be able to forge a powerful artifact as part of the story, then I don't believe the rules should be the last obstacle in that process.

I'm with worldmaker here.  I'd let enchanted items go under thaumaturgy rules, but not items of power.  My group has brought up new wardens being swordless several times.  If we can agree on something, I might be inclined to let them come up with a replacement design, but as we've already discussed, it would take place over the course of several campaigns.

15
DFRPG / Re: Making my head hurt
« on: July 21, 2010, 01:22:09 AM »
My suggestion would be for everyone in the group to start off doing something simple.  Just stick to the character templates until you get enough experience with the system to figure out how to price things like items of power.  Just focus on aspects, stunts, skills, and whatever powers the characters template explicitly allows for starting off.  When you get the feel for how FATE works, start experimenting.

Ditto.  My group is coming from D&D and Exalted.  We're on our third campaign and still haven't figured everything out yet... if in doubt, go with whatever sounds cool.  We actually just got to making new items of power and focus items this campaign, although one of my players has been toting Teddy Roosevelt's rifle since our first game.

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