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Messages - KOFFEYKID

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46
DFRPG / Brainstorm Thread: Fateweavers and Fateweaving Powers
« on: February 05, 2013, 04:29:52 AM »
The Pretty Post
(For Everything Already Set in Stone and Organized)

Fateweavers

Fateweavers are creatures who stand in opposition of the Powers That Be, they are the proverbial wrench thrown into the great machine that is Destiny. These creatures are born with the inherent ability to subtly alter the threads of the future into a shape more pleasing to their eyes. With a single sentence they can doom a man to a tragic end, or they can guide him along the path of success.

Musts: Cassandra's Tears, Proclaim Fate, Hidden Fate, Work In Progress
Options: Work in Progress
Important Skills: Conviction, Discipline
Minimum Refresh: Undetermined As Yet


Powers
Work In Progress

47
DFRPG / Re: dfrpg elements in standard fantasy rpg format
« on: November 12, 2012, 09:54:09 PM »
I'll just list a few things here that came up when I was reading some (not all, because it's long and I'm lazy) of this thread.

  • There is no wrong way to play as long as everybody is having fun.
  • As to System X is for Game Type Y: I agree, to an extent, if only because mechanics (in my mind) have to absolutely support the feel of the game you are trying to run. Running an all vampire based game in D&D 3.5 is likely to be tedious and not fun, but you can do it. There are however better alternatives for that particular theme of gaming. This is why FATE is so amazing, it has a very adaptable chassis.
  • If you feel that the Laws of Magic are too scary in the DFRPG game system then I recommend keeping the Laws intact but altering the mechanics by which those laws are levied against players. This is a much better solution, I think. It keeps the integrity of the setting while allowing your players more leeway.
  • I dont think I would be able to take that test either. I dont particularly enjoy one type of thing or another in games, what I enjoy is my character. That is to say, who my character is becomes the primary concern/activity/goal, what he or she can do and how well he or she can do it is just there to justify why my character is whoever he or she is.
  • I hope your efforts to give examples of the various elements of magic are useful but I also don't think it is necessary.. I agree about the not sticking spirit under divine (again, Sponsored Magic covers this, you dont need to have evocation or thaumaturgy, you can just have sponsored magic and be "a cleric of ?????") for a few reasons. Mainly because it implies that "arcanists" cant deal with issues that tie strongly into spirit magic which is just nonsense since spirit magic covers such mundane (heh, mundane magic?) things as veils (invisibility) and Magic Missile type effects.
  • I agree that it sounds like some of your players just aren't into the whole Tabletop RPG experience, you might give the worst offenders a chance to read some of the books. It will likely help out on multiple fronts (a good grounding in the setting, the way magic works, the morality, and if they dont want to read it you know they truly aren't interested.)

48
DFRPG / Re: Naming (ala The Name of the Wind, by Patrick Rothfuss)
« on: October 13, 2012, 08:41:41 PM »
Pretty much complete control over whatever you know the name of. If you know the name of fire you can hold burning coals in your hand without feeling the heat. If you know the name of the wind you can ease somebody's breathing or summon a windstorm, etc.

You are almost legendary if you know one name, any more is like an order of magnitude of legendary greater.

49
DFRPG / Naming (ala The Name of the Wind, by Patrick Rothfuss)
« on: October 13, 2012, 08:02:05 PM »
I was reading a thread about this series of novels in another forum I frequent. The thread was about the possibility of starting up a game in that universe and the question came up of what system to use. I (and others) basically jumped in with "You know that DFRPG is total awesomesauce and should be able to do the basic magic in the series pretty easily..."

Then we hit the snag of Naming.

How would you folks handle/homebrew Naming as presented in The Name of the Wind and A Wise Man's Fear within the DFRPG ruleset?

The best way I can figure on handling it is sort of like Supernatural Senses progression wise (1 refresh for 1 name, 2 refresh for 2 or 3 names, 3 or more for more than that), with heavy use of Invoking for Effect to handle the mechanics of it. Invoking for effect, however, feels sort of like a cheat since it is so broad in what it can do (though the power of Naming in the books is broad as well) and would require very heavy Adjudication.

50
DFRPG / Re: Messing With The Skill List
« on: October 01, 2012, 10:48:44 PM »
I think, if I were to do Driving rules for combat I would treat the vehicle as a sort of "zone within a zone". All attacks moving from outside in would face a border penalty of a rating equal to the quality of the vehicle (tanks would be, say, 5 with a high armor as well).

Drive would modify movement based on the speed of the vehicle, and then ramming would be a contest of 4dF+Drive, Weapon Rating: Armor as an attack roll against their 4dF+Drive & Armor rating.

Attacks from inside out would depend on the vehicle, but generally would be either 0, half or full depending on the type of vehicle in question.

51
DFRPG / Re: Sanctaphrax should just write his own RPG imo
« on: October 01, 2012, 10:43:25 PM »
Though I have to say that I fully support any "Massive Grouping of Santaphrax's Stuff" website. If you ever make one, I'd definitely browse it. Maybe Fred should hire you, :).

52
DFRPG / Re: Voodoo practitionner
« on: October 01, 2012, 10:41:51 PM »
From what I understand, and I could be completely off base is this:

Vodoun is the more Haitian/African version of "Voodoo" with little anglican/abramic influence.

Voodoo is like Vodoun with a dash of christianity and french superstition.

Hoodoo is a less religious and more "practical magic" (check tvtropes) sort of thing. Its more in line with producing charms, potions, poppets etc.

53
DFRPG / Re: Recharging Enchanted Items?
« on: September 29, 2012, 11:17:25 AM »
I think it's superfluous and doesn't really add anything to the system. You can already spend mental stress to power enchanted items if you are out of uses, that is good enough. Being able to spend mental stress (in a ritual, off camera) is just a way to get around that.

Also, enchanted items are already powerful enough. They can be vastly powerful than evocation if you create your character correctly, there isn't a need to make this even more evident.

54
DFRPG / Re: Messing With The Skill List
« on: September 29, 2012, 11:11:32 AM »
I'd take Intimidate and Deceit and combine it into "Manipulate", and probably find a way to combite Rapport and Empathy into something that sounds good. Really social skills are out of control, there are way too many of them (Rapport, Deceit, Intimidate, Presence), playing a "social character" means gimping you so badly in almost all other areas that its hardly feasible, especially since Social Combat doesn't come up nearly as often as the other types.

This is in addition to Sanctaphrax's edit, since I like what he did there. :)

Also, since cutting down on the number of skills in the game radically drops the shelf life of a game, I'd implement my "increased skill floor" idea to compensate. I mean, once you have all the skills you cant actually progress further, which I always thought was silly even if it is completely unlikely that one character would have every skill rated at some number.

The increased skill floor is a mechanic that is added into the rules for improving characters. Instead of raising the skill cap for all skills by one at certain milestones I advocate the option to raise the "floor" by one as well. The Floor starts at 0, and by raising it to 1 any skill that has no skill points invested in it is treated as if it had 1 skill point invested in it for all purposes (including for purposes of skill columns).

55
DFRPG Resource Collection / Re: Custom Powers Master List (Work In Progress)
« on: September 28, 2012, 02:35:17 AM »
I dig the Supernatural Martial Arts. In fact I've been wanting to make a martial artist and it fits nicely with what I was looking for.

56
DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 09, 2012, 04:03:37 AM »
This is sort of Off the Beaten Path for what you are trying to do here, but its still near that path.

I think you should write up a power to represent the possessing entity being bound into an item (of power?). Something along the lines of a demon possessed sword which seeks to take control of it's bearer or the One Ring etc.

57
DFRPG / Re: ????mancer
« on: September 07, 2012, 08:30:31 PM »
Im stealing from Skulduggery Pleasant here but, an Osteomancer would be a scary opponent to face. His power is the control of bones, in particular his skill at breaking them with minute amounts of force.

58
DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 06, 2012, 08:18:26 PM »
How about this:

Cloak of Snow
+2 Item of Power
-1 -Cloak of Shadows (Reflavored for immunity to Whiteout conditions and Hiding in Snowy Environs)
-2 -Lesser Glamours (Illusions and Phantasms sculpted from snowflakes and snowdrifts etc)

59
DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 03, 2012, 06:29:44 AM »
I really dig that Possession rewrite. I've been wanting to play a possession based character for ages it was just never really feasible but with this... I think it can totally work.

As far as the line "In addition your host's skills may modify your own." I'd change it to be only physical, the idea being that no matter how much endurance you have you are going to suffer for possessing a character with only 1 endurance, or lower endurance, but mental skills should be relatively unaffected with perhaps the exception of lore and scholarship ("All your brainz are belong to me!") but that should come up less often than the physical skills.

I'm really liking it though I could totally see going:

-4 Sponsored Magic
+1 Human Form
-3 -Spirit Form
-1 -Possession
-2 --Hostile Possession


-edit-

I also feel like there should be an upgrade that lets you take advantage of the hosts Inhuman powers, certainly claws too so It might be more accurate to say physical powers. Tricky because you dont want the situation where a character is able to basically double dip on refresh from his own bank and the host's. Perhaps a sort of modular abilities refresh investment for what powers you can take advantage of on the host body?

60
DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 02, 2012, 10:12:31 AM »
For Spiritual Co-Pilot I have a much more Elegant solution.

Just treat it as sponsored magic debt mechanics for everything in line with the co-pilots interest.

When it compels it compels for control of your character for a turn, generally speaking.

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