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Messages - sinker

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31
DFRPG / Re: Healing in DFRPG
« on: June 08, 2012, 04:23:57 PM »
5) If the spell ends prematurely (due to a dispel, for example), then the the character's consequences revert to whatever they would have been if normal healing had occurred.

For example, a character takes a mild, moderate, and serious consequence.  A Sidhe generously casts a spell to grant him Supernatural Recovery ... for a consideration to be determined later.

Normal healing would have resulted in the mild disappearing after one full scene (about an hour), the moderate disappearing about a full session (a few days), and the serious drops off after a full scenario (about a month).  Supernatural Recovery would result in the mild disappearing immediately and the moderate disappearing before the next scene (15 minutes?), with the serious lasting merely a full scene (about an hour).  The Fae needs to cast the spell to last the full month, and the healed character gains the benefits of that healing as if he had the Recovery power.  However, if an ebil Sorcerer detects the spell and dispels it during the next session (or a week later), then the player gets the serious consequence back (with a session or a week credited toward recovery).  The mild and moderate stay healed, since they would have healed by then anyway.

This is a bit weird. Are you suggesting that for the next game month we have to keep track of invisible consequences (I.E. they exist, but are not filling the slot, nor usable in any way)? And the wounds spontaneously reopen if the spell is dispelled? I like the idea of including the duration of the consequence in the shifts of the spell, but it seems bizarre to me to have the healing suddenly revert.

As for the first question:
2) Allow limited healing along the lines of allowing a wound to be reduced by one level (per the Reiki Healing spell on YS300 which contradicts what is stated on YS284).

I have actually done this before (using sponsored evothaum no less) in a previous campaign. It seemed to work fine, but I'm not really sure as the game fell apart within a few sessions.

4) Allow healing by way of thaumaturgy-generated 'borrowing' of a Recovery power (per the temporary power rules).

I like this idea, though I have no clue what impact it might have on the game at large.

32
DFRPG / Re: Damnation by Association?
« on: June 08, 2012, 04:00:25 PM »
But here's a question: what if the assistant isnt a practitioner themselves? I get the sense that the laws are really to prevent people from becoming moustache twirling puppy stomping warlocks (amongst other things) so if the assistants dont have any magical talents, I'm not sure Lawbreaker is relevant. And looking at OW, neither of the Beckitts have a Lawbreaker.

The word from Fred on this one is that you could do it, but it's a real jerk move because there is literally no way that that used point of refresh will ever be redeemed. So possible, but neither necessary nor good for the game.

As for the first question, if we're talking about a practitioner and the practitioner actually contributes some of their energy to the spell then yes. Just drawing a circle for the guy or whatever, not so much.

For the second, I'd say that the guy driving is the one who is actually transforming someone, and he's doing it to himself. It's all legit. Though if you really wanted to, you could rule that with such a complex working, some of the helper's style or thoughts might get in and muck some things up. Then you're transforming someone against their will.

33
DFRPG / Re: First run at a character
« on: June 08, 2012, 03:49:35 PM »
Actually he seems fine to me with two exceptions. Firstly he seems to have been made with 33 skill points. What power level is he supposed to be? Does he have more skill points that you aren't using for some reason? Does he have less skill points?

Secondly your Trouble aspect is really supposed to be the thing that always gets you into trouble. Your GM should be able to regularly compel it to pull you into the story, to motivate you. How do your scars accomplish this for you?

Honestly though, I would complement you on your grasp of aspects. Not many beginners start out with such well thought out, balanced and colorful aspects. Bravo.

34
DFRPG / Re: Reworking the True Faith Powers
« on: June 07, 2012, 09:56:57 PM »
Saintly Bearing is not bad, but it runs into the problem of how to handle healing in DFRPG. I've wrestled with this before, and I couldn't get it quite right.

If you want to talk about healing in general and how healing powers should work, I'm all ears.

I'm actually digging this way. It's essentially gaining a discount on the temporary powers rules. Inhuman Recovery serves a couple of purposes outside of conflict. It allows the character to ignore the requirement of justification for healing consequences and it allows the character to heal consequences as if they were one step lower (also allow the character to ignore lack of sleep, but meh). Normally if one wanted supernatural healing one could spend 2 fate points to temporarily buy Recovery. This allows someone to buy it for 1 fate point.

35
DFRPG / Re: Reworking the True Faith Powers
« on: June 07, 2012, 03:27:22 PM »
Your solution to Bless this house seems fine to me as a houserule. Some people will get their refresh's worth with the original cost, but I can see that it could be less than useful for others. I have no idea what kind of an impact changing holy touch like that will have.

Armor of Faith [-1]
Description: Your faith is a tangible and potent shield against the attacks of the supernatural, enabling you to blunt or even negate the attacks of your foes.
Musts: You must have taken Righteousness (below) in order to take this ability.
Skills Affected: Conviction.
Effects:
Armor of Faith. Your faith is a tangible force that protects you from harm. You can use Conviction to defend against physical attacks (page 200) and to perform Blocks (page 210) in physical combat.

This is a bit weird to me. It doesn't seem quite powerful enough to be called a power but it's definitely more powerful than your everyday stunt. I don't really see any problems with it though.

Blessing of Faith. Your are imbued with the power of faith and can be used to hearten your companions. You can use Conviction to perform maneuvers that grant minor blessings (as temporary aspects) upon your allies. All aspects granted with this power must be tied to your faith and may never be invoked to aid actions that are anathema to your faith.

This needs some refinement. You don't discuss the time this may take, duration of aspects, or potential number of blessings. As such I could see this being easily abused. "We have a few hours till the fight? Ok, I can mumble a few words in a few seconds, I'll just bless the whole party a couple hundred times..."  Not what I figure the most common use of it will be, but when you're vague like this it leaves the door open.

Faith Healing. Your very touch can ease the wounds of your companions. You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

I'm split on this. It's pretty much paying refresh to be able to grant another person temporary inhuman recovery at a reduced fate point cost (normally it'd be 2 fate points). There's a part of me that wants to dislike that, but I can't really see any actual problems with it.

36
DFRPG / Re: What Template would you use for an exiled Fomor?
« on: June 06, 2012, 11:59:19 PM »
The rough part is that we don't know much about the Fomor. We know that they are related to the standard Fey, which may mean that they aren't really appropriate for PCs. Regardless, at this point I think you may be going beyond the existing templates. Make up your own.

37
DFRPG / Re: My First Character, what do you think?
« on: June 06, 2012, 12:17:19 AM »
Just think about it. Your High Concept is your core of who you are. If you aren't say, a practitioner, then why would you have the powers of one? If you need further confirmation of this, just check out the "What are powers" section on 158 (there's even a sidebar discussing why it's actually a really good thing to do).

The idea is this character began studying magic at a very young age, though he doesn't have the power of a full wizard. At some point he confronts some Red Court Vampires, who infect him. Someone (or something) powerful intervenes and morphs him into something similar but different. Where a vampire draws power from the demon that sets up shop in their body, he draws his power from a spirit of light with limitations similar to a half-vampire.

This is incredibly important and central to your character. Why isn't it part of your aspects at all?

I think your concept is fine, you just need to incorporate it into your aspects.

38
DFRPG / Re: Mortals with enchanted items?
« on: June 05, 2012, 05:30:34 PM »
Yeah, that's not the issue. The issue I see is that, if you allow people to take refinement for item slots with no prerequisite what stops them from using some of those slots for Foci? What stops them from invoking aspects to increase the item's power? You keep saying that they are static 4 shift items, and I'm wondering what in the RAW supports that?

39
DFRPG / Re: Mortals with enchanted items?
« on: June 05, 2012, 02:38:47 PM »
And like GryMor said, without some casting power, you have no way of boosting their power in any way, which can be a huge disadvantage.

You guys keep saying this, but I don't see any RAW support. If someone has enchanted items then I don't see any reason in the rules that they can't use those items in every way possible. I guess I understand if that's just a further part of your houserules, but it seems odd that you would expect us to know that.

40
DFRPG / Re: My First Character, what do you think?
« on: June 05, 2012, 01:14:55 AM »
Ok, here's what I see.

Firstly, all powers must be linked to your High Concept. Your High Concept says nothing about why you have ritual casting, or inhuman attributes.

Secondly stunts may only have 2 shifts of effect, unless they are sufficiently restricted (I.E. usable only in this narrow circumstance). Someone is looking out for me has several shifts of effect (one consequence is two shifts, and an additional point of stress is worth two shifts or more). I'm not sure about Government Resources, but it also appears to have too many shifts (+1 to three skills, I'm assuming that you meant Resources instead of Equipment).

Thirdly, I'm not sure what you mean by "Atrophied Thaumaturgy." If that's your story (that he had more complex thaumaturgy and lost it), that's fine, but you need to specialize if you're going to take Ritual.

Lastly your enchanted items are off. You have a lore of fair, so any enchanted item would only be capable of two shifts of effect (unless you made one item with multiple item slots). So your enchanted jacket would only be capable of a single 2 shift block, or 1 point of armor. Enchanted items also can't simply add to another attack. Either they make an attack of their own (in this case a weapon:2 attack) typically aimed by discipline or they may maneuver to create an aspect which can be tagged to add +2 to an attack (though this usually takes 3 shifts).

Edit: Oh, also there is no "Semi-mortal" template, though I've long since stopped using templates anyways.

41
DFRPG / Re: Kemmlerian Necromancy, whats the agenda?
« on: June 04, 2012, 09:37:02 PM »
Yeah, the compels draw him into cartoon villain territory (or even better horror monster territory). It's his own nature that gives him depth, transforms him into a character rather than a cardboard cutout.

42
DFRPG / Re: Kemmlerian Necromancy, whats the agenda?
« on: June 04, 2012, 08:55:06 PM »
It is a bit more nebulous. Since there's no direct sponsor (and thus no obvious desire or motive), we're looking at compels that draw the player further into necromancy (or if you wish, further towards being a necromantic monster). Consider that Refresh can be representative of free will. The less refresh you have, the less fate points are available to counter compels and the more you simply follow your nature (your nature being your aspects). Look at it similarly, but replace the PC's nature with "Heartless monster who desires only more power and death" (or really however you view the darkest necromancers should be).

43
DFRPG / Re: Mortals with enchanted items?
« on: June 04, 2012, 08:44:12 PM »
As an upgrade, the character got Modular Abilities linked to an item of power (or in this case a collection of items of power), to offset the 2 refresh charge for being able to change his powers. So he has a [-1] "collection of magic artifacts", which allows him to take up any (well, within reason and if the GM, me, agrees) power worth 1 refresh. So far, it has been used for a magnifying glass with the Psychometry power and a phoenix shell amulet with supernatural recovery (the catch brought it down to a cost of 1 refresh) to safe an npc from dying.

This I really like. Seems clever and interesting.

I've got a character like that in a campaign I'm running, and we are started modeling this with refinement. The character takes refinement for the enchanted item slots (4 slots per refresh spent), and their power is based on his contacts skill instead of lore (without a stunt). They can model a wide range of effects, though some limits can be enforced by compelling the corresponding aspect.

This? Not so much. Allowing the player to take Refinement with absolutely no prerequisite and altering it? That's a bit much for my tastes. I think were I in the same boat I would require a -1 refresh stunt/power for that (at the very least it's worth a stunt if you're moving trappings around).

44
DFRPG / Re: Entropy curse gone wrong, as an aspect or power?
« on: June 04, 2012, 05:18:56 PM »
Sooo tempted to troll Death....  ;)

45
DFRPG / Re: Mortals with enchanted items?
« on: June 04, 2012, 05:17:06 PM »
I'd just give him ritual:crafting and flavor it as "Oh hey, look what I found" instead of "Oh hey, look what I made."

However I think there may be a power for this in the custom powers thread. Sancta or Umbra will know more.

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