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Messages - PirateJack

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61
DFRPG / Re: Mistborn Powers List
« on: June 26, 2015, 06:22:46 PM »
Nah, metals are better represented through compels than through anything else. The only times it comes up in the novels are when it's dramatically appropriate. Atium is the only one that you really have to worry about, which could plausibly be modelled with a stress track, but I still think it makes more sense to have it work through compels as well.

Besides, the only times you're going to use Atium are when you need to curbstomp a whole load of baddies at once, or you're up against another Mistborn or Inquisitor. Anyway, it's not as though the other metals are particularly rare.

Everything in Luthadel (the capital city and setting of the Final Empire) is geared towards getting these metals. The Lord Ruler even made his capital there because of the abnormally high concentration of metals in the groundwater, which helps to both supply his nobleman allomancers and spot Skaa Mistings/Mistborn who instinctively burn their metal.

Anyway, I've given it a lot of thought and I agree with Theogony_IX. I think I'll adjust the costs of the powers down to -1/-2, though I think just being Mistborn is enough to warrant a higher refresh rate than -6. Mostly because I'm thinking of making Mistborn capable of use multiple metals at once in the same manner as Extra Appendages.

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DFRPG / Re: Mistborn Powers List
« on: June 25, 2015, 01:39:34 AM »
I don't think that's a good idea. The standard Power power level makes Powers, Stunts, and free Refresh all viable choices. If you make Powers significantly weaker, they'll lose out to Stunts and Fate Points.

So far you've written five -4 Powers, two -3 Powers, and one -6 Power. That's 32 Refresh altogether. Since a Mistborn can burn 17 metals, at this rate being a Mistborn is going to cost almost 70 Refresh.

But if you put a Mistborn using these Powers against a 70 Refresh mortal, the mortal will obliterate them with embarrassing ease.

Like I said, I'm thinking about the costs.

The real problem is that Mistborns are still hilariously expensive even if you make every Misting power [-1] refresh. It gets worse if you try to future-proof as well, because there's the suggestion that every metal can be alloyed with each of the two god-metals, which Mistborn would have the ability to use. That's a theoretical total of 51 different metals, each with its own distinct ability. Even with just the 13 metals that were 'known' at the time of the first novel you're looking at being unplayable at the default refresh rate.

That's also before we get into Twinborn, Hemalurgy and Compounder territory. Suffice it to say that Mistborn are an incredibly expensive class to play as even if you cost things conservatively. I shudder to think how much refresh it would cost to stat the Lord Ruler.

63
DFRPG / Re: Mistborn Powers List
« on: June 24, 2015, 06:18:17 PM »
I'm not aiming to make this fit in to the same cost scheme as DFRPG. The costs are relevant to the other powers, rather than to DF powers.

EDIT: Also, unlike in DFRPG the powers in the Mistborn setting are fairly rigid. It's incredibly difficult, not to mention dangerous, to try to gain new powers. Mostly because doing so puts you under the influence of an evil god.

Looking at it again, however, I can see an argument for lowered costs giving players more options when creating characters. As it is Compounders would be pretty much impossible for default refresh games. I'll give it some thought over the rest of the week.

64
DFRPG / Re: Mistborn Powers List
« on: June 24, 2015, 03:48:54 PM »
Okay, here are the mental metal write ups. Looking at these, I think I may go back and improve the physical metals a bit. Allomancers are supposed to be superhuman in their given field but I don't get that impression looking at the ones I've already written. Also, I'd forgotten about Allomancer Savants, which should be a separate power along the same lines as Lawbreaker. The Slowburn trapping of Tin allomancy is more of a Savant thing than a normal Tineye ability.

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65
DFRPG / Re: Mistborn Powers List
« on: June 24, 2015, 06:33:16 AM »
Nah, just been busy the past week. I'll be putting more up over the course of this week and the weekend.

Also, I'm doing it for two reasons. First is to bring the costs/benefits more into line with each other. In the setting each power is pretty much as useful as the others, in varying contexts, but as it is we've got a hilariously high variance in the refresh costs of the powers. Secondly, each power has its own benefits/drawbacks that I don't think are easily mapped by the current power lists. Not a fault of the powers, of course, just that the Mistborn powers are different to Dresden ones on a fundamental level.

I've been working on the mental metals a bit so I'll be posting up those in the next day or so.

66
DFRPG / Mistborn Powers List
« on: June 14, 2015, 10:13:36 PM »
So the Request a Character thread kinda inspired me to adapt the Mistborn power sets to Fate. I've gotten four of the allomantic abilities done so far (Iron, Steel, Tin and Pewter) so I'm opening them up to judgement.

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67
DFRPG / Re: Request A Character
« on: June 14, 2015, 09:59:10 PM »
I can't comment on the Feruchemy stuff.

Feruchemy is pretty simple compared to Allomancy or Hemalurgy (the two other magic systems in setting). Basically you can store a personal attribute within a metal, which can then be tapped at a later date. However, while you're storing an attribute you lose it while doing so.

For example, a Feruchemist can store health in a 'goldmind' at the cost of being physically frail while doing so. He can later tap this store of health for increased regeneration at a later date. It's an end-neutral process where energy is neither is gained nor lost in its use.

Allomancy, on the other hand, is an end-positive process where energy is gained during use because the energy for the ability is taken from the metals themselves (or rather, the Investiture/Magic inherent in them).

Compounding combines these two processes so that the otherwise end-neutral Feruchemy becomes end-positive (effectively turning a closed system into a perpetual motion machine) and end-positive Allomancy becomes supercharged.

I'll spoiler what I'm about to say about Hemalurgy, because it's a plot point in the second/third Mistborn books.

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68
DFRPG / Re: Request A Character
« on: June 14, 2015, 07:36:25 PM »
Any thoughts into how you'd tie in the Feruchemy interactions?

Feruchemy is pretty easy with a custom power that allows you to rename created aspects. So if you stored weight in your Ironmind you could create an aspect like Light as a Feather, to model how you're significantly lighter while you're storing it. Later you'd rename it to Weighs a Ton, or something similar, and tag it/invoke it for for rolls or effect.

You'd have to have a limit of how many aspects you can create though, since storing power in a metalmind takes time (I also recall something about diminishing returns as well). Maybe one aspect per scene for each metal. Since you'd be creating aspects for all of this it'd also be ripe for compels if, for instance, you were storing senses in a Tin mind and were faced with an Alertness check. Oh no, your senses don't seem to be good enough to detect the Inquisitor tailing you. Take a fate point.

Twinborns are easy enough as well; Feruchemical aspects tie in well with various Allomantic abilities, as Wax aptly demonstrates in the Alloy of Law, so you'd just take one Feruchemical and one Allomantic power and be done.

Compounders are more difficult to work, since they have dramatically increased abilities for comparatively little input. Maybe a power along the lines of Refinement could work here:

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I think this works fairly well between balancing the sheer power of Compounders of the books and keeping them within playability. Cost wise I wouldn't want to fit this into the current ability list, because allomancy has such a large range of costs. I think I'd prefer to custom make each allomantic ability and give them all a (nearly) equal cost rather than adapt what we have. I may or may not be working on that.

69
DFRPG / Re: Request A Character
« on: June 12, 2015, 10:42:31 PM »
The wiki talks about the risk of running out of metal at an inconvenient time, though. Does that just hardly ever happen?

Only after they've been fighting for a while or have been forced to burn Aluminium, which would be much better covered by compels than powers.

Also, I did think about putting Tin as a Supernatural Sense power, but then I figured that since it gives a boost to senses in an active way, it'd be better off as Incite Effect so that the player could apply aspects to himself, which he could then use to boost rolls or perhaps Invoke for Effect to gain a relevant power for a scene.

It's also important to note that Allomancers can both burn and flare their metals. Burning is a slow, but less powerful method of using the Investiture inherent in the metals. Flaring uses the metal up quicker, but also gives the power a significant boost, which I see as creating a Flaring X aspect, which is basically opens it up for compels.

Honestly, if I had to use a system for Allomancy it would be Fate, but everything would be done through aspects rather than attacks and the likes. Allomancy can do direct damage, but a lot of the time there are multiple effects that go hand in hand with them. Take steel for instance; you can use it to push any enemy that is wearing metal away from you, but at the same time you are pushed as well, with weight and allomantic power determining how far you go (this comes up in the mini-sequel, where the main character can adjust his weight as well as burn steel, so that he can weigh hundreds of kilograms and use that weight to brace himself for his steel pushes).

Allomancers would go through a lot of fate points; many more than Wizards, I think, since they'd be up against Steel Inquisitors, which have their own set of powerful abilities.

EDIT: Also, Tin doesn't really give you any extra senses. It just boosts the ones you have to ridiculous levels.

70
DFRPG / Re: Request A Character
« on: June 12, 2015, 09:32:59 AM »
It's not really that significant; there's an entire economy based around getting these metals and putting them in the hands of allomancers. The only one that is even rare is Atium, which I'll go back and fix now.

As for the things Atium can do, yeah. I couldn't find a decent power to model it properly and it was pretty late last night so I didn't want to bother making one up. Suffice it to say, if you have Atium you pretty much always win, barring exceptional circumstances or the other guy having it as well.

71
DFRPG / Re: DFRPG MIB Theorcrafting
« on: June 11, 2015, 09:44:38 PM »
"SCP Foundation"?

Start here. It's a wiki full of creepy stories.

I suggest reading it with the lights off, just before bed for best effect.

72
DFRPG / Re: Request A Character
« on: June 11, 2015, 09:43:00 PM »
Alright, your standard Mistborn can have any kind of aspects/skills they want, but their powers are static. I've done what I can to merge complimentary powers so that the cost isn't too high, but a Mistborn is pretty much an army unto themselves and Vin is a step beyond that. Any metal that isn't given a power would be utilised through compels (Aluminium and the likes) and invocations.

Still, Mistborns are ridiculously powerful.

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73
DFRPG / Re: DFRPG MIB Theorcrafting
« on: June 11, 2015, 08:56:32 PM »
Agreed.  You could even take it a step further and make it entirely unaffiliated with the government, instead being privately operated (Kingsman style).  Though then you run the risk of being less distinguishable from the Venatori Umbrum. 

OOH!   How about a coallition of Nobel-level Scientists, whom ineviatbly trip over evidence of magic, and dedicate themselves to both understanding and cataloging, but also containing and preparing countermeasures for the Supernatural World?

And they named it the SCP Foundation.

74
DFRPG / Re: Request A Character
« on: June 08, 2015, 04:49:47 PM »
Edited with AMP and a new stunt, which I find particularly amusing.

75
DFRPG / Re: Request A Character
« on: June 07, 2015, 09:06:08 PM »
Here's my take on Alex Armstrong, aka the Strong Arm Alchemist. I think I did quite well, though I think an FMA setting would get rid of Lore as a skill and just use Scholarship instead. That'd make for characters that don't have to spend 2/3 refresh on stunts moving trappings around. Armstrong could have done with maybe an Empathy or Rapport stunt, probably a Might one too.

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Praise be to Sanctaphrax for helping me remember the Alternate Magical Paradigm.

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