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Messages - bobjob

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61
DFRPG / Re: FATE tokens from Campaign Coins
« on: July 29, 2014, 11:09:38 PM »
sweet! I missed that in the text. Thank you!

62
DFRPG / Re: FATE tokens from Campaign Coins
« on: July 29, 2014, 10:51:00 PM »
I backed at 36 coins. I'm personally going for the copper coins unless they get an option to mix and match each of the three individual sets (one bronze, one antique silver, one copper). That would be cool.

63
DFRPG / Re: Dresden Files Fate Accelerated Play Test Application
« on: July 29, 2014, 08:05:13 PM »
Count me in*.

Edit* I'm sure Evil Hat would be pleased with feedback from wherever it comes.

64
DFRPG / Re: Dresden Files Fate Accelerated Play Test Application
« on: July 29, 2014, 07:54:32 PM »
Oh, I have applied as well :)

65
DFRPG / Dresden Files Fate Accelerated Play Test Application
« on: July 29, 2014, 07:50:40 PM »
Not sure who all has seen this yet, but it's up on Evil Hat's website.

The Dresden Files Fate Accelerated Play Test Application

66
DFRPG / Re: Were-Bear? (There Bear)
« on: July 28, 2014, 05:43:49 PM »
And please, give him an aspect like "I have the right to bear arms". :P

So much win.

67
DFRPG / Re: Sample Combat Summary
« on: July 26, 2014, 04:17:14 AM »
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! :D

Yeah, normally I'd let it hang around for a while too. Although I think on a ghoul with supernatural recovery, it'd be gone next scene from healing.

68
DFRPG Resource Collection / Re: Custom Power List
« on: July 26, 2014, 03:30:50 AM »
Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.

This is the only part I have a question about, and really it's only to make sure I understand it. Basically this says that you're always considered stealthed and if you choose to use this, you never have to roll. Correct?

69
DFRPG / Re: Full Defense + Blocks
« on: July 25, 2014, 09:18:59 PM »
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."

That all really depends on how you're attacked. Full Defense seems to only be linked with Athletics rolls (I'm not near a book, so I could very much be wrong). So if you're in a fist fight, sure. You can square off and go defensive waiting for a punch. If you're being shot at or someone is trying to fry you with lightning? I'm not as sure

70
DFRPG / Re: Law Talk
« on: July 24, 2014, 08:55:26 PM »
The Last Warden.


71
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.

Slightly off topic, I was curious just how "Harry the PC" pulled that off. Did he let Lara place a maneuver on him with her powers and tag it, did she hit him with a consequence that he tagged himself? I could also see him placing a Lore Maneuver on himself with his exposition about emotions and magic. Oh well. Back to our regularly scheduled program.

72
DFRPG / Re: Warden's sword question
« on: July 23, 2014, 03:10:30 PM »
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.

Damn shame. I rather like it. I'm a huge fan of the wiki and use it all the time.

73
DFRPG / Re: What's happening in your game then?
« on: July 23, 2014, 01:39:08 PM »
I really really like this!

It was quite a bit of fun. The actual deal was that he would be given the innovation and ability to build his empire in return for any children he fathered. I wrote it in there that Michael had found out he was completely sterile after some medical procedure and the demon "fixed" that without telling him. There was a clause in the contract that said if Michael didn't turn over his children when the bill came due that any person the empire touched would instead be open to the influence by the Fallen (since they now owned the empire). Always read those User Agreements!

I let the players work through the implications. Most of the US govt ran on Dell computers at the time. Several fortune 500 companies, millions of personal PCs. Not only that, but his computer business had funded hospitals and other charities which could fall under the demon's sway. One of my players worked for one of his charities (in real life) that helped with a Jewish Community Center, so I created a secret group of Kabbalist Wizards funded by Dell that would help combat the demons.

We had a Demon lawyer working for the law firm of Boccanegra and DeGuello (translation: Black Mouth and Slit Throat, my own version of Wolfram and Hart), demonic possession in all kinds of forms (including one massive possession that I'm going to keep secret because I plan to use it in another game on these boards) culminating with some back stabbing and eventually weaseling out of the deal.

All in all, one of my better case files.

74
DFRPG / Re: What's happening in your game then?
« on: July 23, 2014, 05:04:03 AM »
The game started modestly enough: a modern Apache Shaman attempted a blood spell to reawaken The Mother (gaia spirit) and reclaim the native lands of Austin, Tx. Aided by a dark version of a Forest Person (before the introduction of the genoskwa), the spell only partly succeeded in creating a new ley node after the PCs stopped the event in the first adventure. This untapped energy became the focal point of a contest to see who would master it, eventually won by the Seelie Sorceress Kaminari the Stormbringer (the Summer equivalent to the Leanansidhe).

  • A plot that involved Michael Dell selling his soul to the Devil and everybody who ever bought a computer from him being infernally influenced (caveat emptor!)
  • Serena's very birth fulfilling a prophecy that would have her become the mother of the anti-christ (because of her nephilim heritage)
  • The local Moon Towers being enchanted by the jealous fairy wife of one of the Stormbringer's most loyal retainers to turn a particular pack of lycanthrope bikers into loup garou like monsters
  • We had the Jade Court attempting assassinations on the Stormbringer (using a T-1000 like metal/water demon called the Jiaolong
  • The group also helped free Dracula from his latest "death" as an obligation to Josh Caitson's lady and fought a Black Court Vampire/Former White Council Wizard
  • There was also the event where Kaminari went missing and her brother Kamikaze took over her throne. We played a lot more with Chinese/Japanese mythology for that and I turned the Shen into an oriental inspired Fae Court that existed before The Sidhe Wars that saw the destruction of other Fairy Courts (notably Spring and Autumn). Kaminari and Kamikaze turned coat and were allowed asylum in Summer. When Lea was imprisoned by Mab, Kaminari was also imprisoned by Titania (the ley node was her equivalent to the athame). Bloodlines played particularly strong in Shen culture and the Shen Sidhe could only transfer mantles to very specific bloodlines. The players had to locate Kaminari's next vessel before Kamikaze had her killed so he could retain the power.
  • A war with the avatar of the dragon Yin, Shen Lo's mortal enemy

All in all, it was a fun campaign. Sadly, like most things that go on for too long (this campaign went on for 2+ years of weekly play at my dining room table), people's schedules changed and we never could get everybody back together. It lost momentum and I called it to an end.

The Players:
Shen Lo - Han Dynasty Sorcerer/Avatar of the Phoenix Yang and great-great-great-great-great-great-great grandfather of Ancient Mai
Charlie Cane - Demon-touched Private Eye
Serena Keres - Nephilim
"Lucky" - Homeless Holy Man/Knight of the Cross (wielder of the mysterious Fourth Sword)
Joshua Caitson - Seelie Knight of the Stormbringer/Malk Changeling

75
Here are a few of the custom powers I played with to not only extend spellcasting but also make it a little more inline with what is seen in the novels.

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.

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