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Messages - Centarion

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121
DFRPG / Re: Demon-possessed PCs (Darkblade-type setup)
« on: August 08, 2012, 07:49:43 PM »
On the subject of the power you are discussing:
I agree with Tedronai, if all this power allows you to do is take sponsor debt with your demon, and spend that debt on temporary powers it is worth [N/A] or [-0].

It is much weaker than modular abilities or a similar power because you are only getting the benefits of your fate points (and to be clear, sponsor debt is equivalent to fate points) for about a scene. If you spent the same fate points (as refresh before the game) on the powers them selves you would have them always.

If your campaign is only likely to have one physical conflict scene where you are going to need powers between each refresh then this is just better than modular abilities. But in my experience this is going to be much worse.

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I think the balance issue here is that the upgrade provides, potentially, a *lot* of power - right up to Mythic Speed, Strength, Night Vision, Claws, ect. That's gotta cost more than -1 Refresh. If you had to apply a Refresh cost to Temporary Powers, to be available at any time, what would it be? Otherwise you're just giving people power for free.

You are *NOT* giving people power for free. You are giving someone power in exchange for sponsor debt/fate points. Think about the fact that spending 8 refresh is equivalent to spending 8 fate points at every refresh milestone to gain a certain set of powers with duration of "until the next refresh." If you are making someone pay 6 points of debt/fate points for mythic speed for a scene they are paying for the flexibility of access to all kinds of powers (instead of just the ones they pre-payed their refresh for) with the cost of only having access to those 6 refresh worth of powers for 1 scene every refresh (instead of all the time).

I also agree that it should not allow you to take spell casting powers other than sponsored magic (of a type appropriate to your demon). If your magic comes from this demon, it isn't going to be mortal evocation or thaumaturgy, it is going to be something like hellfire. If you want to be able to do full thaumaturgy or use most evocations, you can create a sponsored magic like soulfire (at a higher cost) that basically allows this.

On the topic of how to model this character:
I kind of like the method of using temporary powers to model this type of character, but i think we can do better (maybe, at least it is fun to try). You mentioned that the more he uses the powers the closer he comes to letting the demon take over. This sounds like something that could be managed with a hunger stress track.

I have not thought of a full solution, but it may be reasonable to consider allowing a character to take a free (or rebated) modular abilities variant (a power costing [-power points] or [+X-power points] or something) that allows them access to [power points] worth of powers on demand. Then after the scene, they take face a hunger check (discipline vs. amount of power used), similar to feeding dependency. In fact this is pretty much the same as just feeding dependency + modular abilities, with feeding dependance re-flavored a bit (and the rebate increased due to inability to feed to remove stress/consequences). Maybe you could accept compels in keeping with the demons nature to buy off the stress at some rate you negotiate (though in this case you may want to just use the temp powers version). 

If you wanted to make the powers much bigger while in use but make the after effects much nastier you could consider increasing the rebate (maybe as much as half of the power points attached, though that may be a bit high) and then not allowing a discipline roll. In this case when ever you draw upon your full powers you are likely taking consequences (or loosing access to powers), which could be compelled to make you do nasty stuff.

These ideas are of course not fleshed out, if someone wants to try to hammer out details of a power that does this, besides the easy sponsor debt/temp powers solution I would love to see it.

Aside:
On the topic of compels. A compel can be whatever you want it to be. There is no limit on how minor or major a compel can be. A compel could easily be to go murder that innocent old lady over there if the character being compelled has an aspect that the GM thinks would make them likely to do that (this may be something the table negotiates). The flip side is that a player is under no obligation to accept the compels, they can spent a fate point to get out of them. The only real limitation of what/how often you can compel is how nasty you want to be to a character (and how far they/the rest of the table is willing to go with you while still having fun).

If you make it clear to a player that buying a ton of powers for 8 points of sponsor debt is likely to result in nasty compels i see no problem with the demon compelling that player to go on a murderous rampage, and then when he refuses by spending a fate point escalating until he has to give in. The player chose to make that bargain for his character and knew what the repercussions would be and is likely only playing such a character because the occasional murderous rampage is a complication he is willing to deal with. If you play a demon possessed character and sell it your free will for power, you cant complain when it forces you to kill people. If you didn't want that potential complication you should either have 1) not borrowed more heavily than you can pay for -or- 2) played a less dark character.

That's just my opinion of the subject form the perspective of someone playing a vampire character who has occasionally gone on a feeding frenzy because i chose to draw on a ton of power. I have others in the group who would flip out of their character was forced into murder, luckily they arn't playing a character with a demon in them.


122
DFRPG / Re: What does Taken Out mean?
« on: July 27, 2012, 04:57:30 PM »
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no intrinsic supernatural powers

A mortal who can take sponsor debt has no intrinsic powers. Intrinsic, by definition, means a power belonging wholly to the mortal, as part of them. Sponsor debt is not something that is not a power of the mortal, but instead an outside source granting them aid (by definition, not intrinsic).

When you take a power, like Cassandra's Tears, you are no longer pure mortal, you have your own supernatural power (even if it isn't useful). Such a character is clearly no longer pure mortal, they have an intrinsic power (though I would likely let them have the bonus, for game balance reasons). On the other hand, entering into a bargain with an entity does not give you powers by itself, you have no powers, you cannot do anything special, you just sometimes get a boost (invoke an aspect or such, which is clearly not a supernatural power) to whatever normal mortal thing you are doing in exchange for your "help" later.

Weather or not you choose to give out the bonus refresh in a given circumstance is your choice. As is what you want to call a pure mortal. But the reason the bonus exists in the rules is clearly for balance reasons (or at least the decision to add it is motivated strongly by balance, among other possible factors). If a character does not have any useful supernatural powers, they are going to be weaker than one who does, that is why they get a bonus in my game (not for flavor reasons).

Also, I agree demonic co-pilot is a horribly worded power and would just be better off as an aspect and sponsor debt. You can invoke the aspect to help you when you are acting in accordance with the co-pilot's agenda and you get compelled when you aren't. If you wanted to make it cost something it would be easy to allow the demon to help you when you act to further its goals, look at a power like Righteousness, which is kind of like demonic co-pilot where the co-pilot is God, just re skin as appropriate (change conviction to some other skill, change out the burst attack for some other ability you can use, maybe after you savagely kill someone).

123
Quote
No.

Here's why:

Taking a high Athletics and Endurance is what you do when you want to be hard to hurt. Letting attacks hit other skills basically says "screw you" to that investment.

Heck, even hitting Endurance is a bit sketchy. Athletics defence is usually higher, because of Speed Powers and the principles of optimization.

Plus, it gives an extra option to characters who could already hit Athletics just by pulling a gun.

If people could Incite Effect against Stealth or Craftsmanship or whatever, Incite Emotion would frequently hit a defence of 0. That's in no way fair.

Plus, you can defend against anything and everything by being somewhere else. And anything that Might would work for can be covered by Endurance, which is often based off of physical bulk.

That was not the point of that section. Of course you could allow the person to pick what it hits when they pick up the power (but as you mentioned that is probably broken), the real gist was that you allow the opponent to choose the defense for physical powers. This allows you to differentiate physical and mental because physical is weaker in this are but better at maneuvers, and mental hits discipline (pretty much exclusively) but cant really do maneuvers on a scene. Anything might could work for is not covered by endurance, there are plenty of things strong people can do that tough people cannot. Like pushing or shoving things, for a quick example.

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Incite Mental Effect can be used for scene maneuvers, subject to standard reasonableness tests. I don't see any problem with that...the scope of possible maneuvers is something that has to be worked out at the table.

Also, you can dodge a zone attack with Athletics. In fact, that's basically the only way to defend against a zone attack...you can't block an explosion, but you can get away from it.

How do you use Incite mental effect (without the Mass upgrade) to place an aspect on a zone? You cant physically effect anything, you cant change the mood in the zone (that is what Incite Mass does), you can only effect one thing at a time, and the thing must have a mind, thus you can only maneuver against one character (I mean it could make scene maneuvers subject to reasonableness tests, but there isn't anything reasonable to do IMO). With incite physical effect you can start stuff on fire, knock over bookcases, rupture water pipes ect. depending on your power, all targeting one thing, but effecting at least a zone.

The reason I proposed allowing the target to narrate how they are defending against physical (aside form the fact that i feel this is how it should always work), is so that while physical has the advantage in the area of maneuvers, mental has the edge in available defenses (the target could narrate their mental defense too, I just cant think of anything I would allow besides discipline without a stunt).

I don't think it is reasonable to dodge a zone attack with athletics (at least not without justifying it using a scene/zone aspect) because mechanically when you defend, you end up in the same zone. If I caused an explosion in your zone, moving around in the zone is not going to save you. The explosion has many ways to kill you including heat, shock wave, shrapnel, and oxygen deprivation. You may be able to justify dodging shrapnel, but probably not the others (unless you say you dodged behind cover or something, which would require a zone aspect like stacked crates). Without cover or something to hide behind, any defense against a zone wide explosion type attack has to center on how well you are able to shrug it off, which is endurance.

My read on sacred guardian was that you could spend mental stress (up to the length of your stress track), to gain a bonus on physical attacks (I know this is a narrow reading, but the power was intended for a temple dog, which only has the one way to attack), or on defense rolls (I would allow defense against physical attacks or obvious mental assaults, but probably not social attacks). You also have to evaluate it in the context of a temple dog where the mental stress is both a fuel for this power, and also for his Bark. Also, I think they messed up the refresh costs of Sacred Guardian and The Bark.  The bark just adds a trapping to intimidate to block mind effecting, and allows another trapping (strait scaring things off) to effect spirits, along with the ability to spend stress to increase range, this is barely more than a stunt, and should probably cost 1. On the other hand Sacred Guardian gives you a +4, +3, +2, and +1 every fight (potentially a second +4 in place of the +2 if you want to take your mild consequence), this is clearly better than a +1.

I still don't think it is close to as overpowered as spell casting. At lowish levels of refresh (around 9-10, which is lowish for a wizard at least) Refinement is broken as crap. There is no other power in the game that allows you a +2 bonus to rolls for 1 refresh, which is trivial if you use refinement on control to push a spec up to 2 and a big focus item. You can do this no only for your primary attack, but also for all other skills together through thaumaturgy (which you then use as a ritual to simulate any non-combat skill, I am sure you know all this). There is also the problem of just drawing a huge amount of power, taking all your mental and physical stress (to draw it and take as backlash) and then spending all the fate points you got with compels all session to defeat the bad guy (say you have offensive control +2 and a +2 focus, and superb disc, then you spend 3 fate points, so you have a control roll around 16, then you have a +2 power focus and +1 spec, and 5 conviction, so you pull 8 shifts for free, and then take a 8 stress hit, taking your 2 mild consequences so you have 16 shifts of power. Note this is trivial with your 4 focus item slots and your free spec along with 1 refinement, now you get to make a weapon 16 attack at a 16 roll for basically free, what is going to come close, even with liberal fatepoints to not taking huge consequences right off the bat?) 

Anyway, I agree with you on everything else.


124
DFRPG / Re: Trying Again
« on: July 26, 2012, 04:52:15 PM »
I am probably not as experienced as Sanctaphrax (or some of the other people on this board) with Dresden Files RPG, but I have played in several DFRPG games (over many sessions), and am currently gaming in two games (one via Google Hangout and one in person). I also have a lot of experience with D&D and similar games, mostly 3.5 and things based off the 3.5 system (like Conan, and Hackmaster).

I would love to help you out. I think one of the best ways may be to just post questions in this thread and you will probably get quick good answers. But if you want more private help, or the ability to communicate in real time, I would be willing to hop in the boards chat room sometime or meet over gchat or something.   

Also, a lot of people have been confused by some of the more complicated, or less clearly written rules and have asked about them here. When I started playing (and even recently as I encountered situation I didn't understand), I searched the forum for answers, and some of the time I found someone who had asked the same question.

125
On Supernatural Martial Arts:

I don't think flurry is necessary. I think it should be handled, as Tedronai said, by a spray attack against multiple enemies or by an increased bonus to the attack roll against one target. I would do this by allowing whirlwind to hit everything but you in a zone (at no penalty, am I interpreting this correctly?) for 3 stress, or make a spray attack for 1 stress. I would then replace Flurry with the ability to add (3 or 4) to your attack roll single target for 4 stress. I know this is intended as a rework for Sacred Guardian which you think is really op (I think it is minorly op, not even close to the level of spell casting for example), so you may want to tone down the big bonus to a roll, but this power already limits the amount of effects you have access to (you cant have +1 for 1 stress, +2 for 2 stress, ect. for both attack and defense).

Further, I would make it clear weather Piercing Attack ignores armor from toughness powers (it doesn't satisfy a catch, but it does ignore armor? Is the armor from toughness something you can pierce, maybe sometimes it is, but sometimes it may be themed as something that isn't armor). I don't know why this power only allows Holy Strike, what if a Demon Scion (some mercenary like Kincaid who was really good at martial arts) took this power and wanted to satisfy thematically appropriate catches? What happened to the 2 stress per attack to satisfy the catch on any supernatural entity from Sacred Guardian?

On Incite Effect:

I really like this. The mechanics seem good, and strong, but about on par with the version in the book (and not as op as Evocation with refinements for example). There are a few confusing points (or maybe clear points that I don't think make sense thematically) I would like to address.

First, on Physical/Mental Effect, I would make it clear that if you do not have at range the target *may* defend as though it were a fists attack (with the same wording on both, not different wording as it is now, formatting nitpick), or against the Incited Effect as normal (I think this is what is intended, and it should be IMO, but if it is not, fine). I would make it clear that when you use the power you roll the skill you chose, and then the target chooses to defend as if it was a fists attack (using weapons or fists or athletics as appropriate) or against the effect incited (using discipline or endurance or might as appropriate). 

I would also not restrict physical effects to only be defensible by endurance (or athletics with a 0 cost), sometimes the effect may be something you defend against with might, sometimes the target will be able to use dodging with something that isn't athletics. It entirely depends on the flavor of the effect incited, this could be something you choose when you pick the power, or it could be something that the target chooses when they defend (choice between dodge, or just take it and shrug it off with endurance, may be an option. In the case of grasping shadows the target may want to dodge, or fight them off with might). If the target chooses, it does make the physical version weaker than the mental version (because I cant really think of a mental thing that wouldn't be defended with discipline, excluding a stunt on the target to use conviction or something).

On the other hand you can use the physical version for a wide range of scene maneuvers like knocking over bookcases, or destroying cover, or lighting things on fire, or placing a Clinging Darkness aspect (in the case of shadows), whereas the mental version (without mass effect) doesn't make any sense for scene maneuvers (unless you theme your shadows as sapping mental energy or something, but that is kind of a stretch IMO). I may make this distinction explicit, allowing Incite Physical to make broader maneuvers but be defended by athletics or endurance (or might), where Incite Mental can only make maneuvers on a single targets but in return can only be defended by discipline. Further, Incite Mass would allow a physical effect to be zone wide, negating the ability to defend with athletics (can't dodge it when the shadows cover the whole zone), or allow a mental effect to place a scene or multi-target aspect (you make the whole area depressing).

This leads into the last things that were unclear to me, Incite Mass Effect says you may make spray and zone attacks does it allow you to make maneuvers against a zone or multiple targets (as you could with evocation)? Also, I assume making a zone attack comes with a penalty to the roll (-2?) but this is not clear (or it may not have a penalty, is that balanced?).

I also wanted to add my thanks for compiling these lists (they are very useful).

126
DFRPG Resource Collection / Re: Spare Character Concepts
« on: July 24, 2012, 10:01:51 PM »
Yes you do.

Takeout narration is up to the player. This Power does nothing to restrict it. I can have that troll feel lust for whatever I want, or I can just make it pass out from emotional overload. As long as the table is OK with that, of course.

The power as I wrote it requires that the lust be directed towards the user (to make use of the bonus at least), that said your point about takeout narration is totally valid. 

Incite requires physical contact, can't inflict social stress, and does not provide its bonus to non-conflict seduction rolls.

My read on incite was that you could absolutely use it to perform non-conflict seduction rolls. I cant imagine I would be using Rapport to seduce someone not in my zone, but I guess that could happen and is a benefit. I was not thinking about the use of this in social conflicts (although with my character any social conflict revolving around seduction would likely instantly turn into a mental conflict).

A Power that can be used with any skill is more powerful than one limited to one skill. So trapping switches have a value, albeit a rather small one.

Honestly, I don't mind opening up Incite Emotion. But it's important to remember that you are making it more powerful when you do so.

I understand the power as I wrote it was confusing on this point. The power should have noted that you use Rapport instead of Deceit, so it is still only usable with one skill. It really isn't more powerful then.

Personally, I'd make Supernaturally Good Looking not relate to Incite Emotion. It doesn't feel natural to me, since Incite Emotion is largely psychic force and not real social interaction.

Why not just take Rapport-based Incite Lust, and a Rapport stunt to make it better?

The feel I was going for was that you were so good looking that it was easy to incite lust in other people (a truly supernatural level of good looks). It wasn't so much adding to your psychic force as lowering their defense against your incite (subtracting from their roll is mechanically the same as adding to your roll and it was cleaner IMO to phrase this way).

Basically, I was trying to do what you suggest, and this was my attempt at a Rapport stunt (except a power, so slightly better, it is one of my aspects and I am a supernatural being who's job is to look good after all). I should have just taken Rapport based incite lust (that is mechanically what this does anyway) but I was trying to avoid houseruling that power by just tacking the houserule onto this one.

Do you have a good suggestion for a power that makes incite lust better? The reason I made this power was that I didn't want to make just a numbers power like +1 to incite. It is boring, and though perfectly valid in the rules seems munchkiny (though I have to admit this is more powerful, what does that say) if only because it has no flavor and a fairly significant mechanical benefit. I have read a bunch of your custom powers and like them a lot, so I would love to get your suggestion on a [-1] or [-2] cost power improving incite lust, especially something that is more flavor than numbers, or provides a less crunchy benefit.

Thanks a bunch.

PS: I read your Incite Effect rework, it seems to be mostly the same as my take on Incite from the book (plus a bunch of added extra trappings). A few questions, you interpreted the book's Incite Emotion to also grant the +2 to blocks (at least, that is what your new version does, I did not read it that way when I read the section in the book), is this balanced (you implied you play tested some of your Incite Effect)? You interpreted the book as requiring fists in order to make contact with Incite Emotion with At Range, doesn't this make the power incredibly weak without At Range since the target then gets 2 defense rolls (and also slow down play), my interpretation was that if you were in the same zone it wouldn't be that hard to make contact, and that they just defended with their Disciple (unless there was a reason you couldn't touch them, such as they had a speed power).   

127
DFRPG Resource Collection / Re: Spare Character Concepts
« on: July 24, 2012, 06:37:16 PM »
Ya, the fact that it looks overpowered is what I was worried about, but I am not sure if it actually is. Basically, in real game terms, it is adding +1 to incite attacks and maneuvers, but only when you are fine with the target trying to have intercourse with you (you don't want to use it on a troll, for example). Ya sure, it gives a +2 bonus to seduce someone normally, but really, that isn't a mechanical advantage considering I already had a +2 bonus to seduce them with my Incite power. The +1 to presence was thrown in for flavor, you make an impact when you enter a room, but I don't know if it will come up/how important that will be (I have never rolled this in a game before).

As I mentioned above, I don't know if i agree that the switching skills thing should cost anything, the reason being that a power for [-1] that was exactly Incite Emotion (Lust) but said use rapport would be fine, you could just pretend I took that instead. Skills do the things they do as written, at least partly for balance reasons (you cant just dodge with guns for free, that is OP), but if you are spending a refresh for a power, I feel like which skill (of the reasonable options) it uses doesn't really matter (you are adding a trapping either way). Also, it isn't like Rapport is a much stronger skill than Deceit (it may actually be weaker IMO), it was really a flavor choice for me. (This power could have been Supernaturally Deceptive, and done the same thing, but with lies and incite, and would probably be much much stronger).

In any case, do you have any suggestions to improve it? I understand that my perspective on this is distorted because I made this thing. I was able to rationalize to myself why it was fair (by comparing to Flesh Mask and True Aim, saying this is weaker than both and sort of combines them), but of course, a power that does multiple things but slightly more limited may be better than one that does only 1 thing better (and it may not be much weaker than True Aim, however, I can foresee circumstances where I cannot use my bonus since the creature is to terrifying to seduce, and it doesn't come attached to a weapon 3 sword that ignores catches). There I go rationalizing again derailing my own thought.

I could see toning it down (so it costs 1), I want to maintain the bonus on Incite, that was the major benefit to the character, and the flavor of the power, that was the reason I came up with it in the first place, but we could alter or put restrictions on the bonuses so it makes more sense. I could also see making it a [-2] power (and maybe renaming it Inhuman Good Looks to be on theme, but of course if the looks were inhuman people may not be attracted  :P) and adding stuff to it, I just dont know what (or how much).

I have not seen your Incite Emotion rewrite, I searched for it but didn't find it, and I would love to read it.

Thanks a bunch for the help (should this be in another thread, I don't want to derail this one, though it doesn't seem to see much action).

128
DFRPG Resource Collection / Re: Spare Character Concepts
« on: July 21, 2012, 04:56:50 PM »
I figured I'd post this here so other people can use it. The setting I created this for is a supernatural LA, where gang violence is prevalent and the gangs are controlled by supernatural baddies.

The basic back story is that his mother got pregnant at a part when she was young (early 20's), even though she wasn't normally promiscuous. His father was a WCV, who, for some reason didn't kill his victim (and likely was not aware he got her pregnant). He grew up in a gang infested neighborhood, and life was rough for him and his mother, who was eventually forced to prostitute for, and then killed by the Bloods (who in this setting are run/enthralled by Red Court Vamps). Near the beginning of his high school career he grew into his supernatural handsomeness and was the most popular guy in school (at least with the ladies), a clued in teacher noticed this and, after talked to him, deduced he was a WCv. She helped him by teaching him about his heritage and training him to control his hunger. 

Luke Tellman

High Concept: White Court Virgin Barkeep
Invoke: When making use of the powers of my heritage, or tending bar.
Compel: Others may dislike/distrust/try to kill Luke if they found out his heritage. Also compelled to keep Luke acting in keeping with his nature (seducing girls, feeding, partying).
 ------------------------------------------------------------------------------------
Trouble: The Hunger Always Threatens
Invoke: Because of his constant battle with his Hunger Luke has experience keeping it in check. Further, his experience controlling his Hunger may help him with some uses of Discipline to control his emotions for other reasons.
Compel: To force Luke to feed, potentially more deeply than he wants, on women he seduces. Potentially also compelled to cause him to automatically fail a Feeding Dependency roll (by some amount) or to encourage him to take on more of the powers of his heritage (during a stressful scene appropriate to such a power).
 ------------------------------------------------------------------------------------
Aspect: Supernaturally Handsome
Invoke: To make use of his stunningly good looks.
Compel: When Luke lets his ego cloud his judgement. When people are jealous of him.
 ------------------------------------------------------------------------------------
Aspect: Grew Up on the Streets
Invoke: When trying to sneak around, break into houses and notice signs of trouble. Being a street urchin taught Luke how to be stealthy, street smart, and “provide” for himself. Can be used to justify having a knife available when reasonable, Luke needed “personal protection” on the streets. Also can be used to with contacts when the roll has to do with acquaintances from the old neighborhood.
Compel: Luke is often haunted by his rough upbringing, he has a soft spot for children, especially those in danger or under the thumb of gangs. Compel this aspect to force Luke to go far out of his way to help a kid. This could also be used to show signs of Luke’s street upbringing in polite company, but only when Luke is already extremely flustered he has learned the ways of polite society, and his Rapport reflects this. Further, he is very good at controlling his emotions via Discipline because of his Trouble. Also, were he to crack a bit, the “rough around the edges” vibe might just add to his charm, especially with people who dislike smooth talking.
 ------------------------------------------------------------------------------------
Aspect: Dirty Fighter
Invoke: To ambush or otherwise deal a cheap shot to a target (potentially also fights dirty in social conflicts).
Compel: When Luke is forced to face an opponent on a level playing field.
 ------------------------------------------------------------------------------------
Aspect: I Hate Vampires!
Invoke: To make use of knowledge about vampires or techniques for fighting vampires learned during years of searching for info to take them down.
Compel: If Luke ever tries to be civil around Red/Black/Jade Court Vampires. May also hinder him when dealing with the White Court, but he probably wouldn't attack them on sight (he just has daddy issues with them, not murderous rage).
 ------------------------------------------------------------------------------------
Aspect: Smooth Talker
Invoke: When using social skills to smooth talk someone, either to lie, convince them of my point of view, or get their panties off.
Compel: When being direct would suit Luke’s needs better. When an opponent dislikes smooth talkers.

Power Level: Up to Your Waist

Skills:
• Great (+4): Rapport
• Good (+3): Discipline, Athletics, Stealth
• Fair (+2): Weapons, Deceit, Burglary, Empathy
• Average (+1): Alertness, Contacts, Endurance, Presence

Supernatural Powers:
Emotional Vampire [-1]
Incite Emotion (Lust, Lasting Emotion) [-2]
Supernatural Good Looks [-1]
Description:
- You are supernaturally good looking. Folks attracted to people of your gender cannot help but notice you, and those not attracted to your gender may reconsider their sexuality. You turn heads when you enter a room. You gain a +2 bonus to any Rapport roll related to seduction. Further you gain a +1 bonus to any use of the Charisma trapping of the Presence skill where looks could be a factor.
- Additionally your stunning good looks and skill in seduction make it easier to Incite Lust in others. When using Incite Emotion, you may use Rapport instead of Deceit to Incite Lust. You may apply +1 of your seduction bonus to Maneuvers and Attacks made with Incite Emotion (Lust), and the full bonus to blocks provided the Lust is directed at yourself.

Adjusted Refresh: 3

The Supernatural Good Looks power was designed to be a bit less powerful (socially) as compared to Flesh Mask, however, because of the nature of the character as an emotional vampire, who's primary attack is Incite, it may end up being a bit strong for the cost. I personally do not think of the trapping change as something requiring a cost (I view it more like just choosing a different skill when picking the Incite Power to start, I just felt it was unnecessary to house rule a existing power when I was making a new one anyway). Also, the +1 to attacks and maneuvers with Incite is not really an extra power in my mind (this is how I justify the power in my mind, which may be dangerous), it is just clarification that the Rapport bonus to seduce can be used when seducing supernaturally (it only works when the lust incited is directed at yourself), and that the bonus is only +1 on attack or with stacking (maneuvers) for balance reasons. Any feedback on this would be greatly appreciated, I have not play tested it.

In play (from a meta-game perspective) the idea fr this character is that he will slowly become more vampiric (as he is forced to use his emotional vampire to feed to overcome challenges), and then once he had dependency he is forced to feed harder to keep his hunger sated (we are using a house ruled hunger similar to one I found on these boards, that makes use of on camera feeding, forces some stress even when you win the feeding failure check, and doesn't let hunger clear outside of feeding on camera or skipping scenes).

Again any feedback would be great, I hope you like it. If you want I can post all the phase stories, but they are probably too long for this post.

Centarion


129
DFRPG / Re: DFRPG Character Manager v2.0
« on: July 21, 2012, 05:53:17 AM »
I just started messing around with the program (it is excellent) and I had a few questions.

Is it possible to get the character sheet to display the description for custom powers or stunts? Is the imported picture supposed to show up on the character sheet? Can you cross out stress boxes in the manager?

I guess this is more of a question about how the program was intended for use. Does one just use the manager to track everything and use the exported character sheet to print out and show people (or bring to the game) or is the character sheet (through IE9) supposed to have some interactivity that I haven't been able to figure out (mine loads the same on Chrome as on IE).

Thanks a ton for making this it really is great,

Centarion

PS. I think there is also a bug with the character phases worksheet (F6). When I viewed it having completed my guest starring story but with no information in my guest star redux the guest starring story appeared in both fields. So I tested with random data in the redux, and it still seemed to display the phase 4 story for both phase 4 and 5.

PPS. I am currently using the note feature to display info on custom stunts and powers, is there a better way?

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