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Messages - DFJunkie

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61
DFRPG / Re: Vampires Lore
« on: May 14, 2012, 01:49:01 PM »
A very logical conclusion you made there based on the given data.

It's certainly one of the conclusions one can draw, but not the only one.

It's also possible, even probable that BCVs avoid overpopulation voluntarily.  Their thought process is profoundly alien, it's unlikely they value companionship in any recognizable way, so every other BCV in existence is, at best, competition.  The exception for a master vampire is a subordinate vampire under it's direct control.  Now, we don't know much about the Blampires, but it is pretty likely that each master can control only so many spawn, so the probable upper limit to BCV breeding is "however many vampires a master can control." 

Ways and Means: are you asking out of curiosity or are you spitballing story ideas? 

62
DFRPG / Re: Vampires Lore
« on: May 14, 2012, 12:37:43 PM »
I was wondering how quickly do people think a small number of Black Court Vampires could replenish there number if they were in a hurry would zombies (horror movie) level of reproduction make them unbeatable?  I ask this because there is no making people into vampires powers so I am at a loss at to how it works?

My read was that BCVs could have that level of reproduction, but that the near extinction of their court left the survivors with a bone-deep aversion to anything that might call attention to the Court, and passed it along to their offspring.  So a powerful BCV?  No.  A stupid one?  Maybe.  Long enough for a story anyway.  It certainly wouldn't spread world-wide, practically the entire supernatural world would have at least a couple reasons to want to put the kaibosh on it, but I can certainly see them overrunning even a smaller city for a while.

63
DFRPG / Re: Taking up the coin
« on: May 11, 2012, 12:41:03 AM »
It's also important to discuss the situation with the player and 1) make sure he really understands just how bad this can get, and 2) find out where he wants to take the character. 

Personally, I would suggest starting with his aspects.  He should probably change at least one, maybe his trouble, to reflect the fact that he now possesses the coin.  Then compel the shit out of it.  Let him see the price of the coin as soon as possible.

I would also advise against springing things on him, unless you clear the general idea of that possibility ahead of time.  Presumably he wants to play this character, and making it (to him) unplayable or just taking it away when he overrides his refresh is kind of crappy.  Not that he can't buy his way out of PCdom, just make sure that he's looking for that sort of exit.

64
DFRPG / Re: Template Balance
« on: May 11, 2012, 12:31:14 AM »
It wouldn't make a wizard less powerful if, every time he desperately needed to cast spell X he got a Fate point instead?

"Ok, the house around me is fully engulfed in flames.  Hm.  Ok, I'm going to use Fire to channel the heat and flame away from me, leaving me safe."
"Hm.  That's a pretty good idea, and it certainly would have protected you from the fire."
"Great.  Then I ... wait a minute, what do you mean 'would have', and why the evil smile?"
"Here, have this nice, shiny new Fate point.  I'm eager to hear your backup plan!"

It should be safe to assume that he has the points to buy out of it, given how many compels he's probably already taken.

65
Was the necromancer intentionally named after the Joker from Tim Burton's Batman?

66
DFRPG / Re: Template Balance
« on: May 09, 2012, 12:25:43 PM »
Gotta agree.  The reason Harry doesn't use it more than a couple times is that he specifically has issues with control and doesn't want to mess up and begin a brief career as an intercontinental ballistic wizard.  In calmer circumstances he's managed to use Evocation to float a bottle of liquor from a cabinet to his hand (Turn Coat) so it's certainly in a Spirit user's wheelhouse. 

67
I’ve adapted the game for a modern day game with an X-Files-esque setting and psychic powers.  Instead of the elements you have psychic disciplines, like Telekinesis, ESP, etc.  It’s worked pretty well so far, though I’ve had to include a few extra stunts that apply mental armor or improve mental defenses. 

68
DFRPG / Re: Template Balance
« on: May 08, 2012, 06:11:19 PM »
Rapport probably not, but the purpose of Athletics is to move you around - why couldn't you model that through telekinesis, a perfectly controlled surge of wind,

Well, with Harry the downside of this method of movement is getting spattered across the landscape if it goes out of control, which is always an option with magic, especially if the Wizard has any aspects you could compel.

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a pack of stone sled dogs,
I'm not an expert on Evocation, but isn't it fairly direct and straight forward?  Animating stone dogs that last for any length of time would seem to be the province of Thaumaturgy.

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or a flowing ice halfpipe?
Cool enough to momentarily ignore balance issues IMO.  Also wouldn't sliding in an ice halfpipe require it's own Athletics roll?  Might be a cool way to avoid barrier ratings or get to inaccessible areas though.

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As for Craftsmanship, I'd argue that fixing or constructing things is within the range of Earth or Spirit

Again, fixing or constructing seems beyond the scope of Evocation. 

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Water, Fire, and Earth all look good for structural attacks.

No argument here, Evocation is good at smashing shit, though if you count lightning among Air's elements there's no call to count that out.  Also raw force can smash stuff good, so Spirit should be in there too.  It really doesn't take much to spot the destructive potential of the various elements. 

69
From the WoJ thread:
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Magic wasn’t always screwing up post WW2 tech.  Before WW2 magic had other effects.  It sorta changes slowly over time, and about every 3 centuries it rolls over into something else.  At one time, instead of magic making machines flip out it made cream go bad.  Before that magic made weird molls on your skin and fire would burn slightly different colors when you were around it. 

Depending on how far back you set your story Hexing might not even be an option.

70
DFRPG / Re: Enchanted Items and the Riposte Stunt?
« on: May 08, 2012, 01:16:59 PM »
See, this is one of those times when, as a GM, I’d let coolness trump RAW in a hot second.

Player:  Nice.  I duck under the ghoul’s claws and then, while he’s overbalanced, trigger my force rings, sending him sailing into the other ship.  Can I use riposte for that?

Me: Why not.  Awesome.  How much damage?  Okay, you shatter most of his bigger bones.  His broken corpse sinks beneath the waters, leaving nothing but a greasy splotch to mark his passing.  Now…

That said I get that you’re handing the PC a bigger advantage than Riposte is supposed to confer, so I probably wouldn’t make a habit of it.

71
DFRPG / Re: Magitech???
« on: May 08, 2012, 12:41:15 PM »
And then only if it comes up.  If all you want to do is start a scene with your dour warden getting choked up while his media-spirit projects up against the wall that’s not even worth a stunt IMO, it’s just color.

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Would it be possible to bind spirits within technology, and having those spirits counteract the hexing effect?

Without adapting it?  Short term sure, we know that Harry can suppress his hexing (Larry Fowler show at the beginning of Death Masks, though obviously not perfectly) so I don’t see why you couldn’t call up a spirit to do the same for some important piece of tech. 

If you want the spirit to take up residence in the object you’d probably have to adapt it to make it more homey.  Also, it’s just cooler.  Why bother binding an actual horse spirit into your vintage Mustang if you aren’t going to replace the engine with a rats’ nest of gold wire, crystals, tuning forks, etc. and rivet a horse skull to the hood?

72
DFRPG / Re: Urban Fantasy FATE 2.5
« on: May 07, 2012, 08:31:42 PM »
My bad, I thought you were one of the folks involved in the overwrought battle over retractable claws.

From what I know about Anita Blake it would be better served by a WoD style system.  That world's vampires are far more differentiated, with complicated and meaningful distinctions drawn between bloodlines, ages, etc.  You could do it with Fate, but it seems like the powers themselves aren't granular enough, not just the costs of the powers.  Even with a fairly vanilla DF style game having only three levels of superhuman strength is occasionally a bit limiting. 

73
DFRPG / Re: Good Sources for Magical Gibberish
« on: May 07, 2012, 07:18:03 PM »
Like I said, that works fine for languages that use a Latin alphabet, but I really don't know where to start with this: это не имеет смысла

74
DFRPG / Re: Urban Fantasy FATE 2.5
« on: May 07, 2012, 07:04:24 PM »
Retractable claws really bother you huh?

75
DFRPG / Re: Question about aspect creation
« on: May 07, 2012, 06:39:34 PM »
I agree, trying to shoe horn the new PCs into the existing stories would be more work than it's worth.

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