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Messages - Wolfhound

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31
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 16, 2013, 07:58:07 PM »
Thanks Sanctaphrax, looks great.

EDIT
Noticed something craptacular about my sentence structure here:
"Those she selects are cunning warriors worthy of Sessrúmnir. Those she selects "

Can you change that second "Those she selects" to "Her chosen"

32
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 04:48:11 PM »
Yo

Consider my hands rubbing in evil GM glee. Thanks.

Oh, just to verify - most of those new powers are on the custom power master list thread in the resources forum?

33
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 12:33:29 AM »
I'm sorry. Maybe I don't completely understand what you are trying to do. So you want to be able to teleport within the same area and be able to move other people, possibly also using this power to go into the never never?

I'm assuming you are unfamiliar with the Nightcrawler character from Marvel comics?

If so, the The White House attack scene from the film I think will best illustrate what I'm going for (ignoring borders, maneuvers within the zone, etc.)

https://www.youtube.com/watch?v=yGztjzEuysM

I don't need quite the unstoppable plot device element of the above scene, but I think it covers all the high points

34
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 01, 2013, 06:57:10 PM »
Ok, now i'll stop and leave you to untangle this post.
Have a nice day *g*

It's all good, I have a while before I need this NPC so I'm mulling over everyone's suggestions. :)

35
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: April 30, 2013, 09:37:45 PM »
Thanks, so far excellent feedback.

36
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: April 30, 2013, 08:53:34 PM »
Quote
It lets you bypass borders, assuming it's within your normal movement, and sets up a maneuver?

Yes, basically. As you observed the multiple maneuvers though was a bit much. Current incarnation is simply to remove the border limitations.

37
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: April 30, 2013, 08:51:34 PM »
I see your points and agreed in review the free maneuver(s) are a bit much.

So based on feedback so far: Addendum text "once per Exchange" (a limitation of Worldwalker RAW) and dispense all references to Maneuvers.

But I'd like to explore the prior reply, I'm not quite sure the "immune to anything" and "full defense" line of your thought. Could you elaborate?

My thinking is that BAMF! isn't, strictly speaking, defensive. It's more or less a Maneuver Action as its primary purpose is movement related. The Nightcrawler character is the primary idea, no only does he BAMF! to defend, but he also can grapple and individual and BAMF! taking them with him, or even just flat out BAMF! to another location.

As for "being immune" wouldn't you be immune on your own action anyway (assuming you're not attacking)? That's what confuses me. If it's my Action, and all I do is move, aren't I "immune" (nobody is attacking me, because I'm not attacking anybody else and it's my Action). But once my Action is over, now I'm back in the flow of the normal course of events no? (i.e. I can now be attacked as I've appeared in my new location).

Similarly, just with Worldwalker as is, if I open a Rift using "Rift Maker" to the Nevernever on my action and just walk through with Supernatural Speed as a Supplemental. Using rules as written, I'm 2 zones into the Nevernever by the time my Exchange is over am I not? If my opponent has no ranged attacks and does not wish to risk travelling to the Nevernever (perhaps they know they have no way out)... am I not already "immune" to attack until I choose to exit?

Eagerly awaiting your reply, thanks,
~Matt

38
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: April 30, 2013, 06:29:07 PM »
the first being that cannon does not support the power

The requirement for a Good result (and the GM's ability to mess with the character in the event of a failure) in the above power is a nod to the phenomena you describe. As for the above quoted text (and the example), that is not the only manifestation of the Nevernever. Canon also supports that some parts of the Nevernever are in-fact functional reflections of the physical world.
EDIT: Used "functional" as that's more precise to my meaning
(click to show/hide)

Second, world walker only lets you open existing tears, not open new ones wherever you please, you would need Swift Transition for this.

Respectfully, not exactly the case (granted, with caveat). Reference pg 171 "Rift Maker" effect of Worldwalker.

Have you looked at the custom power that is already basically this?

Does not accomplish what I need. By naming it BAMF! (as the Marvel Nightcrawler character) hopefully that suggests my needs here. I don't need Glamour, I need the Nevernever (and epecially Worldwalker's ability to potentially allow the character to take others into the Nevernever as well).

39
DFRPG / BAMF! (Phasing/Same Zone Teleportation)
« on: April 30, 2013, 05:26:58 PM »
So, I'm pondering something for one of my NPCs and I wanted to put out my math and thinking to groupthink and see if anyone had some addition perspective/points of view to add. I think this can all be accomplished within the rules now, I'm just assigning it a 0 refresh cost to "codify it" as a special FX for the NPC.

How the Refresh works out:
(2) Worldwalker <- existing, prerequisite
(2) Inhuman Speed  <- existing, prerequisite
(0) BAMF! <- new, I set the cost at zero because the character already has at least 4 refresh sunk into powers to pull this off. I figure that's more than enough considering 4 Refresh could grant a character spellcasting. :)

BAMF! (...or "Phasing" if you don't want Marvel to get grumpy) (0 Refresh)
Description: You have learned to combine your more-than-mortal speed with your mastery of the Nevernever to confuse and bewilder opponents.
Notes: A character must already possess both World Walker plus a Speed Related Power (Inhuman, Supernatural, or Mythic)
Skills Affected: Lore
Effects:
Blinking: Your character may enter the Nevernever as a Supplemental Action, move a distance up to whatever the character's Speed power grants minus 1 zone (thus, Casual Movement allows Blinking within the same zone, Effortless Movement is up to 1 zone away, Instant Movement is up to 2 zones away), and then potentially reappear in the same Exchange.

The character rolls Lore and requires at least a Good (+3) to accomplish this (the +2 Lore granted by Worldwalker's Strange Worlds applies to this roll) in a single Exchange. Failure to get at least a Good result means that the Nevernever in this area has an unexpectedly complex structure and the character fails to reappear in this Exchange (especially crafty or evil GMs can even turn this into a mini-scene before allowing the character to reappear). For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).

For clarity: Blinking itself is a full Action (the movement elements and going in-and-out of the Nevernever are Free and Supplemental Actions) thus the character cannot take an Action afterwards.

40
DFRPG / Re: Mechanics Question About Thaumaturgy and Skill Boosts
« on: April 24, 2013, 11:53:05 PM »
Aha. I see... I see... armed with this additional information I think i may have found the rule reference then.

on 282, under "Transformation and Disruption"  first column, last block of text. This makes perfect sense to me now, as Thaumaturgy used to skill boost is absolutely transformative


41
DFRPG / Re: Mechanics Question About Thaumaturgy and Skill Boosts
« on: April 24, 2013, 10:48:00 PM »
Well, the thing is, you are not aiming for a concession, you are aiming to take a target out and dictate the taken out result. Lucky enough, you are the target yourself, so you are in all likelyhood not blowing your consequences on resisting your own spell. That means, that you only need 1 more shift than you can take on your stress track, which is 4 at the most, less with low endurance, so you need at the most 5 shifts to take yourself (or a willing target) out.
Ah, that's on page 252, where it talks about spell maneuvers. The minimum shift requirement for an aspect done by a spell is 3. Granted, that's for evocation, but it kind of follows the same rules, when it comes to evocation (or at least that seems to be a common conception).

So, please don't rake me over the coals for thread necromancy, I really, really wanted to keep this on this thread for context purposes.

I have massaged this mentally for a while now, flipping back and forth in the book ... and I've come to the conclusion that I must have missed something major. Can someone direct me to, in the book, where it shows that if a character wants to perform something on himself/herself, the .. eh... for lack of a better term "base complexity" needs to be at least enough to "take himself out" ?

(I'm not trying to be a jerk/argue/or anything - please read this reply as a sincere, honest attempt to find the place in the rules where I've missed something - which I freely admit I do often  ;D )

42
DFRPG / Re: Jade court
« on: April 14, 2013, 05:37:33 AM »
No objections at all, feel free.

43
DFRPG / Re: Dresden Files: Dallas (Obsidian Portal) - 1 Year+
« on: April 13, 2013, 01:59:25 AM »
Quote
Re: 1 -Same GM

Mostly. I am the primary GM I guess, though from time to time several of the other players have stepped up to run a story arc or two. I would say I've run the bulk.

Quote
Re: 2 - Same Characters

Yep. :)

Quote
Re: 3 - House Rules

Only a few would I call house rules so much as codification of some soft/fuzzy areas. :) You can find them on our wiki area. I'll link some of my favorites.

NPC Milestones - whereby I allow write-ups / adventure blogs by my players to affect the NPCs in the setting independent of me as the GM. I can't possibly predict all the permutations the players want to explore, so I let them do it. 
http://www.obsidianportal.com/campaign/dfd/wikis/npc-milestones

Bennies - Fate points in return for out of game participation ... out and out bribery. :)
http://www.obsidianportal.com/campaign/dfd/wikis/bennies

Ásatrú/Seiðr - For one of my NPCs I needed to get my head around "Viking magic" over and above what Jim Butcher presented in his short stories, so I typed this up.
http://www.obsidianportal.com/campaign/dfd/wikis/asatru-notes

Related to that is a custom form of nordic alfar/elf that is playing a big part in our current season: http://www.obsidianportal.com/campaign/dfd/wikis/alfar

Cold Iron - The most recent book in the series requires us to rewrite this one, but this is how it was prior to the most recent Dresden book
http://www.obsidianportal.com/campaign/dfd/wikis/cold-iron

The requisite custom powers/stunts
http://www.obsidianportal.com/campaign/dfd/wikis/custom-stunts-and-powers


We also have a couple "work in progress" pages - nothing implemented yet, but the work on these so far pretty much guides how we treat the stuff

Faith powers/holy/etc - http://www.obsidianportal.com/campaign/dfd/wikis/faith-and-holy

Fae Magic (being a personal delve into fairy magic and how I use it in our games to keep it internally consistent - to me) - http://www.obsidianportal.com/campaign/dfd/wikis/fae-magic-notes

44
DFRPG / Re: Jade court
« on: April 13, 2013, 01:47:16 AM »
Yes please, that would be grand.

45
DFRPG / Re: Dresden Files: Dallas (Obsidian Portal) - 1 Year+
« on: November 08, 2012, 05:19:43 PM »
Congrats to a well deserved Campaign of the Month nod.

So far Seattle (2012) and Dallas (2011) are doing their parts to help get the "word out" about DFRPG in the Obsidian Portal community. =)

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