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DFRPG / Re: FATE tokens from Campaign Coins
« on: July 29, 2014, 11:09:38 PM »
sweet! I missed that in the text. Thank you!
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And please, give him an aspect like "I have the right to bear arms".
Looks good! Looks like a fun little mini scene!
Only thing I'd point out is
While YS says that most tags have to be used almost immediately, I'd say that something like a Big Hole In Chest wouldn't be transitory enough for it to make a difference if that tag didn't get used right away. I'd have let that tag hang around for a while.
Otherwise, looks like happy good funtime!
Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.
What about in the case of enchanted defensive items?
Also, I interpret full defense less as "throw yourself down and hope you're not hit," and more as, "Do nothing but prepare for the attack, so you're extra ready to defend against it."
Which is precisely why Harry does that kiss with Lara to generate the force bubble that saves them both. He was on his very last legs at the very end of the battle and needed something, anything, that he could feed into the spell to power it. If he'd somehow cleared all his stress, mental and physical, he'd have been fresh as a daisy and wouldn't have needed to interact with a soul-sucking succubus to survive.
I think this is the most recent version.
MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might, Fists, Weapons.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus half of any stress bonus you have from Strength Powers in place of your Athletics skill to defend against magical attacks and maneuvers.
Anti-Magic Attacks. You may use Fists in place of Might with this Power, but you receive no benefit from weapons while doing so unless you can wield them with Fists. You may also use Weapons in place of Might with this Power, but only if you are armed with a weapon suitable for use with Weapons.
Skill Over Magic [-0]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own. However, you do not benefit from Strength or weapon ratings when using this Power.
Living Counterspell [-1]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own.
Superior Might Over Magic [-2]. Add four to your Might (or Fists, or Weapons) skill when using it with this Power.
It used to be on the wiki, but IIRC the author asked for it to be removed.
I really really like this!
Rote Mastery [-2]
Your mastery of rote spells is so efficient that you do not tire as easily when casting them.
Skills Affected: Conviction, Lore
Effects:
Mind Over Matter - You gain two additional Mental stress boxes that can only be used for rote stress. These two boxes may be used before using your normal Mental stress boxes and count as 1 and 2 stress respectively.
Arcane Intellect - Your lore is considered two steps higher when determining the number of rote spells you have access to.
Focused Rote [-2]
You are so efficient at your rote spells, you can cast them easier than non-rote spells.
Skills Affected: Discipline, Conviction
Effects:
Efficient Casting - Your Discipline is considered 1 higher when you cast a Rote Spell
Arcane Brilliance - You can cast a Rote Spell defensively by taking one additional stress. Normally, you cannot cast any spell defensively (Enchanted items or Skill checks are used)
Forceful Rote [-2]
Your belief in your rote spells is so great, they hit harder than normal.
Skills Affected: Conviction
Effects:
Rote Domination - Your damaging rotes negate 2 points of armor for a single target or 1 additional point of armor for multiple targets. If there is no armor, there is no additional effect.
Repetition Breeds Confidence - Your conviction is considered 1 higher for Rote Spells.