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Messages - Craftzero

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DFRPG Resource Collection / Re: Custom Power List
« on: November 10, 2010, 06:53:11 PM »
I have one that I'm looking for any opinions on. 

Strategist of the Gods [-1]

Description: During battle, you connect to your allies on an almost telepathic level.  Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.

Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares").

Effect: During combat - and without their input - you may direct the actions of allies.  This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc).  Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)".  This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point.  This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).



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DFRPG / Re: Can you Declare an aspect on a person?
« on: October 20, 2010, 12:19:26 PM »
I'm gathering that there isn't a 100% consensus on some of these things.  Which is fine, I don't have a problem in tinkering with the system.  So, just to sum up my thoughts (and a bit of tinkering).

You can declare aspects on an NPC, with using a skill roll and a standard action - just like a maneuver.  This gets a free tag, and if sticky - may last a long time, depending on what the player wants and what the DM agrees to.

You may also do it as a free action, by using a Fate Point.  This requires no skill roll, and may or may not last a long time, as per the previous.

This applies in hand to hand combat if you have the Martial Arts stunt.  You could possibly do this in other situations, too.  ("DM, can I use my Guns knowledge to put the aspect "Misaligned Barrel" on his .45?  That model is known for that flaw, maybe?")

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DFRPG / Re: Can you Declare an aspect on a person?
« on: October 19, 2010, 02:00:22 PM »
Ok doke.  Sounds good - can anyone answer my questions above, though?  I'm still not entirely sure how to handle it...

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DFRPG / Re: Can you Declare an aspect on a person?
« on: October 18, 2010, 06:33:52 PM »
Yeah, we've never really understood the value of the Martial Arts stunt.  Ok, to be clear - the player can, every time he's fighting someone, do a declaration on his foe.  This declaration can be anything like "Poor Fighter" or "Impressed by My Skill".  Right?

1.  How long does this aspect last?
2.  Does this cost a Fate Point?
3.  Does it come with a free tag?
4.  Can the NPC get rid of it in the same scene?
5.  Is this a Free action?  If so, shouldn't I then expect the player to *always* do a declaration each and every foe he faces?

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DFRPG / Re: Can you Declare an aspect on a person?
« on: October 18, 2010, 05:09:27 PM »
As far as I recall it's perfectly legitimate to declare an aspect on an NPC. But it's reasonable for the GM to refuse the declaration if they feel it necessary to do so.
You're implying that the reverse isn't allowed - an NPC via the DM declaring an aspect on a PC.  True?



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DFRPG / Can you Declare an aspect on a person?
« on: October 18, 2010, 04:48:14 PM »
We had this come up in a game, and I'd thought I'd run it by you guys.  Can a character declare an aspect on a person? 

I know that you can maneuver an aspect on a person; then you can tag it and invoke it as much as you want (assuming sticky!).  I know that you can use declaration to state you have a lighter on you, that there's a can of gas right behind the bad guy, etc.

A player wanted to use his Martial Arts stunt to 'declare' that the guy fighting him had a poor fighting technique (and declarations are free actions, right?  So you don't have to even use maneuver!  Ahem).  Then he could tag/invoke it while fighting him.  If it matters, the adversary was just a common thug.  The problem is that allowing characters to declare an aspect on NPC's (and vice versa!) just seems like... a bad idea.  The implications of what could be done are boggling.

For what it's worth, I do believe he got the idea from Diaspora, although I don't know if he had misquoted the rule.

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DFRPG / Re: DFRPG Character Creator/Manager
« on: September 29, 2010, 02:33:39 PM »
Will I be avoiding work to check out this hopefully awesome character manager?

I think the answer is yes.

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DFRPG / Re: Enchanted Items and Uses/Session
« on: September 03, 2010, 09:54:22 PM »
Well, suppose they just rolled a defense total of four, but the attacker got a five?  Armor reduces stress by two, while a block does nothing.

Or suppose they're being attacked by four guys; the block might be better for this hit, but it'll go down if anyone beats it; armor might be a better choice across the whole exchange.

Of course, there are also situations (like, say, you were ambushed and got a defense total of -2) where the block 4 is clearly superior.  Which is why it's useful to have the choice.
Damn, I just don't get this.  I understand that clearly, armor does reduce the damage of an attack.  But does a magic block reduce the damage of an attack at all if the to-hit exceeds the block strength..?  Can someone post a couple of examples..?

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DFRPG / Re: Spellcasting aboard a ship?
« on: August 31, 2010, 11:37:11 AM »
I do like the idea of the Russian Freighter bearing the bones of Baba Yaga, but I have to ask - if they are being brought over as a magical weapon of sorts, why wouldn't those involved transport them through the Never Never? I'm not saying the ship's an invalid option by any means, I'm just curious.

The ship idea has great possibilities for a straight up horror scenario too. Taking the idea from FM's post above about drawing power from the people on board the ship rather than the magical energies of the environment, I quite like the idea of the bones starting to reanimate, rebuilding the Crone using flesh and blood from the people on board. If each time she does it she's drawing power from the rest of the living on board you could run symptoms a little like radiation sickness spreading among the crew - just to muddy the waters as to whether the occult threat is the only dangerous thing aboard... first the rats start dying off, then the ships cat. After that one of the crew in the ship's sick bay is found shriveled and eviscerated, then everyone starts experiencing headaches and nausea, and the body of the ship's engineer is found. Yes, that's right, the engineer who was trying desperately to get the engines started again. Now would be a great time to call the coastguard, but around the time everyone got sick all the electrics on board ship went out. So now you've got to hunt through the bowels of the ship with some flashlights and cigarette lighters, and the flashlights are starting to fail....

Actually, maybe I just answered my own question as to why they were sent over water rather than through the Never Never. Maybe they're one of those weapons that you just don't want to be holding when it goes off.
Some great ideas and images there, babel2uk.  But in answer to your question, the bones were found by a group of cultists.  Cultists with just enough magical knowledge to recognize what they have, but not enough to fully understand it (or use the NeverNever, for that matter).  'Borrowing' the flesh of the rats and seamen is exactly what she plans on doing (has done, by the time the PC's catch up with her).

Thank you all for your help!

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DFRPG / Re: Spellcasting aboard a ship?
« on: August 30, 2010, 02:14:12 PM »
Nah, this would be on a fairly massive freighter.  No ship to ship magic.

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DFRPG / Spellcasting aboard a ship?
« on: August 30, 2010, 12:29:32 PM »
I have a scenario coming up, where my group will be investigating a russian freighter that is dead in the water.  The 'weapon' it's carrying is actually the bones of Baba Yaga, coming to America to spread her evil and sorcerous ways.  My question is this: On board a ship, in the middle of the ocean, is there any penalty for spellcasting?  Or anything regarding thresholds over water?  I know *running water* can cause spellcasting issues, but what about the ocean?

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DFRPG Resource Collection / Re: Sample Combat
« on: August 17, 2010, 01:46:17 PM »
It should be stated that this is awesome.  Thank you, Eberg.  I'm going to forward the bulk of your combat to my players, and I think it should help them to understand the game a little better. 

So... uhh... when are you going to do social combat as well...?

:)

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DFRPG / Re: How Do I Handle Equipment?
« on: August 13, 2010, 04:10:17 PM »
Wow, some great points - delivered quickly to my door.  Thanks guys.

You're right about Murphy and the others with their vests.  I forgot about that.

In regards to compelling "Tired and Sweaty" - could I do that at anytime for anyone (not just in terms of wearing a vest). 

Example, if it's really cold out and PC's are trying to pick a lock - could I compel "Hands are Numb" even though he doesn't have that aspect?

What about if someone is using a gun - could I compel "Gun Jammed!" if I wanted to?

To be clear: any DM who would abuse those is a poor DM.   I'm more looking to answer the question of "Can I compel a character with an aspect even if it's not his aspect, a city aspect, or even a scene aspect, but makes sense for other reasons?"

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DFRPG / How Do I Handle Equipment?
« on: August 13, 2010, 03:33:54 PM »
Sorry, newb here.  But my FBI Agent/Son of Ares player wants to always have his bulletproof vest on.  Sure, it counts as Armor 1 or 2.  But am I allowed to compel the armor?  The setting is Los Angeles, and it's the summertime.  Can I give him the aspect of "Tired and Sweaty" because he's been wearing it all day?  What's to prevent all the characters grabbing vests?  (I have a problem with this - you don't see it happen all the time in the books!)  What about other equipment?  Can he, based upon his Resources, get anything he wants?  Also, is it fair to just simply say, "I have a vest" - when another of the characters paid -1 Refresh for the Endurance stunt that gives +1 armor (but only in certain situations)?

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DFRPG / Re: Los Angeles City Ideas
« on: August 12, 2010, 01:26:39 PM »
Hey!  My game is in Los Angeles as well.  I lived there for many years, so I figure 'go with what you know'.  I earlier posted my threats/themes/locations to a different thread (where I was looking for a good neutral ground), but I included my info below for consolidation purposes.

Some awesome ideas here.


City Name: Los Angeles, CA
Campaign Title: At Last, Babylon


Themes and Threats

Aspect: The Thick Green Line

Theme: The rich keep getting rich, the poor keep getting poor.
The divisions between the classes is growing. The middle class is disappearing. In Bel Air and Beverly Hills, the wealthy hold decadent parties where the cars are worth more than the average persons’ home. The poor cling to each other, fighting back the rising despair. Those who Have make the rules, those who Have Not try to avoid notice.

Aspect: The Walls Are Leaking
Theme: The walls between the worlds are becoming thinner.
There are places in Los Angeles where it’s easy to open portals to the NeverNever by those with the proper magics – that’s not unusual. But when portals open of their own accord, it’s time for the supernatural community to be worried…

Aspect: Breakin’ The Law
Threat: Not enough wardens, too many warlocks
The war with the Red Court vampires has taken a toll on the White Council, especially in LA. Word on the street (and among the Ordo Lebes) is that in the face of too few Wardens, the warlocks are reaching out to one another. And worse – organizing.

Locations

Name: Grauman’s Chinese Theater
Aspect: Pulse of Power
Theme: There’s a ley line of sorts that sits on Grauman’s Chinese Theater. But it’s not a line – it’s a node, with no apparent connections to it. The belief is that there’s something that sits underneath the theater, something powerful that can used by those with the knowledge to tap it. So why is everyone afraid to go near..?

Name: Griffith Observatory
Aspect: The Stars Are Right
Theme: There’s a strong threshold of sorts that covers most of the Griffith Observatory. While this may appear on the surface to be an excellent place for a Neutral Ground, those with supernatural awareness avoid this place like the plague. Something there sets their teeth on edge, and hidden things seem to lurk in the corners and lines of the observatory itself…

Name: Compton
Aspect: War In The Streets
Threat: There’s long been gang warfare in East/South-east LA. But only in the last 15 years has it really become truly serious – the gangs are now led by ghouls. They’ve found a home (or a purpose) in the gangs, and many ghouls see ‘gang related death’ as another way of saying ‘fast food’.

Name: Bel Air
Aspect: We Know About You
Threat: New Mason Security is known among the wealthy and elite of Bel Air as the company of choice when you need to secure your home (or mansion, in many cases). What makes them unique is that they are In The Know – and they secure homes against supernatural interlopers. Most of their customers aren’t even aware that they’re being protected against the Fae, Vampires and the like – they just know they’re paying for the best.

Name: Disney World
Aspect: It’s A Fae World, After All
It may appear simply be a place for children to visit their cartoon icons, but Disney World is very important to the Summer Fae Court. The least interesting stories tell of portals to the NeverNever, but darker rumors hint that the Fae want something from the children…

Name: Chinatown
Aspect: Jade Gilded Coffins
Threat: They are considered the most secretive of the vampire courts, but the Jade Court holds a well-known position of strength in Chinatown. Nothing goes in or out of the area without their knowledge. They are careful to avoid angering the well-entrenched White Court everywhere else in Los Angeles, but they have made no bones about it – Chinatown is theirs. Another item of note – young women with green eyes often disappear here, for reasons unknown…

Name: Location Unknown
Aspect: Pieces of the Dead
Threat: Something has haunted the streets of Los Angeles for the past few years, although their impact has been minimal. They have simply watched – until now. Those who have taken note of their passing call them The Stitched – men and women that have been sewn together from different body parts. But they don’t act like undead, possessing a sentience and purpose that is thus far unknown. What’s interesting is that there is no hint of necromantic energy in their aura – only a chaotic swirl of confusing colors and hues.

Name: Hollywood
Aspect: Lust Comes In Many Forms
Threat: The White Court holds sway over Hollywood. Not just the pornography films – that’s obvious, and considered by the elite of the White Court to be almost too easy. Instead, House Kirkuv drives the film industry towards a decadence that fulfills both their hungers as well as House Horvath (who feed on despair). Nothing is more satisfying than driving well-known movie stars from the top of the food chain to the bottom, worn down by drugs and sex.

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