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Messages - yrtalien

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DFRPG / Re: Consequences
« on: September 13, 2018, 12:51:13 AM »
One track.

If that seems odd to you, bear in mind that consequences are under player control. Consequence slots are a lot like Fate Points.

Ok, so continuing my example I have a "gunshot" Moderate physical consequence and a severe social "red faced" consequence... if I have inhuman recovery "gunshot" heals as a minor consequence... but "red faced" is with me till the end of the story? Since recovery only mentions physical consequences?

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DFRPG / Consequences
« on: September 12, 2018, 09:42:09 PM »
If I take a "gunshot" Moderate consequence.  Then in the next scene, at a Red Court function, I take an 8 stress social hit can I take Moderate "red-faced" consequence... or do both come off the same consequence heading?

Do I have 3 separate consequence tracks or just one?

Thanks

3
DFRPG / Inhuman to Supernatural
« on: September 09, 2018, 06:56:45 AM »
Say my starting character wants to buy Supernatural Strength... has he paid 4 or 6 refresh.

Basically when you pay the 4 does it include the power below it?

Thanks

4
DFRPG / Re: Luck Power?
« on: September 06, 2018, 09:27:38 PM »
From experience, paying 1 FP to gain a +1 bonus to ALL skill checks that go towards a particular goal is well worth it.  Think about it this way:

When you spend a FP to invoke an aspect, you get +2 to ONE roll.
When you spend a FP without invoking an aspect you get +1 to ONE roll.

So, yeah.  Getting +1 to all skill checks for, potentially, an entire Scenario is quite handy.  And you only lose it if the GM compels you away from your task. (IE: gives you a FP)

My usual MO is to spend FP like they're water. Growing my abilities and powers.  I will give this, ahem, reasonable buffer of FP a try : )  Thanks all of you.

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DFRPG / Re: Luck Power?
« on: September 06, 2018, 03:29:00 PM »
Guide My hand lets you use your Conviction for one roll which you can, say, do things like use burglary with conviction and the fluff being that the door was luckily left unlocked.  Righteousness to attack a whole zone by doing crazy stuff like having the ceiling fall in and hit everyone but yourself. (luckily)

Another option is to use Incite Misfortune.
Incite Efffect
-At Range
-Weapon Rating
-Defensive Effect
That's where you can easily have pots fall on people and have flasks protect you from bullets.  Finding crazy excuses to be dodging attacks with a Incite Misfortune would be fun.  Also, I've played with someone who made a character exactly like this and it was great fun!

Ty those are great suggestions!

Having read Righteousness I now find myself attracted to Potent Prayer.  Letting my Conviction (read Luck) compliment other's actions is too cool... but a fate point to use it Ack...

Does anyone know of any examples of buying off the FP cost of a power?

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DFRPG / Luck Power?
« on: September 06, 2018, 08:30:57 AM »
I am trying to create the child of a Luck God who grants and takes luck at will.  There are some interesting Luck powers listed in the homebrew powers section that manipulate the number of fate dice you roll between 2 and 6...

Im looking for a Scarlet Witch type power or Roulette from Marvel.

Id like to be able to attack with it (Flower pot falls on head, gas main explodes underfoot) and block (Flask in the right place to stop the bullet).  I know I could just take channeling for luck o mancy but we are trying to avoid the game having any wizards or wizard subtypes.  Consider me a Minor Mutant talent : )

Does anyone know of such a power or have a crafty mind that can conjure it up?

I'd prefer a power but is it just easier to use magic?

If magic is the easiest route is there a way to take Luck rituals and Luck Thaumaturgy...

7
DFRPG / Blocks
« on: March 22, 2012, 07:23:45 PM »
In most cases the overage of success achieved during to hit aren't applied to effect except when calculatiing damage correct?  What I mean is I'm a Wizard with a Coviction 4 who is channeling 4 shifts of power for a block.  For the Discipline roll (I have a 4 as well) I roll a 7,  The block that people challenge against is still 4 right not 7?

Am I doing that right?  What does the enemy roll to resist? If the block is designed to keep him off his feet he rolls athletics correct but does he get an immediate roll to resist when it happens or does he have to wait till it's his turn then he can try to stand?

Basically can someone give me an example of a block in action?

Thank you

8
DFRPG / Construct AI
« on: March 17, 2012, 03:51:54 AM »
OK guys my player has another question I need help with:

He would like to use Thumaturgy to create some "ectoplasmic-bodied" protectors for his Sanctum.

He would like it to be "manned" / "piloted" by an AI as per Our World p.31
"Continual guidance requires ongoing energy
and attention; again, creating an AI for a golem
requires a lot of up-front energy."

Unfortunately other than the references under Constructs (Our World p31) there are no real hard rules that we can find on how to do this.

He's ready to give up on the idea, after I tried explaining Dresden is a little loose on rules like that (he likes crunch). 

Can anyone help us?

Sorry for all the bother,
Thanks

9
DFRPG / Re: Transmutation
« on: March 15, 2012, 03:40:54 AM »
Ok, last post is the player typing, not the story teller.

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DFRPG / Re: Transmutation
« on: March 15, 2012, 03:37:50 AM »
Enchanted items are the way to go for something like this.

He's not trying to get around enchanted items.  Just make the equivelant of a bullet proof vest with magic instead of kevlar and an industrial sewing machine.  It still has the holes of a bullet proof vest of not protecting against being thrown off a building, etc. 

Also, make a glass wand as strong as steel, making it difficult to break.  Transmutation gives permanent aspects, i.e. If someone was transmuted to be a quadruple aputee, would you then have to tag the aspect each exchaned in order to prevent him from getting up and kicking your ass.

should permanent aspects applied to someone, something have to be tagged each and every exchange in order to keep the transmutation.  which had to be aquired by a taken out result.

I knocked someone unconcious and tied them up.  If I had to tag the aspect of tied up each exchange, would he then be able to just get up and walk away, as soon as I ran out of fate points.

11
DFRPG / Transmutation
« on: March 15, 2012, 12:52:16 AM »
I'm still sort of new to this and I have a player who wants to use Thaumaturgy to change his pea-coat so that it is storng as Kevlar but still flexible.  Basically, I think he wants to add the aspect Tough as steel (or kevlar), in talking about the process by which this is done I told him it would allow him to tag its tough aspect in order to defend against gunfire... he believes the coat should just provide the armmor of a kevlar vest (armor:2) I think.  We can't seem to agree...  How should I do this.

He also says that if he made a wine glass hard as steel would he have to spend a fate point every time he wanted it to resist breakage... or would it just be strong as steel.

Please advise

12
DFRPG / Could someone explain glamour to me
« on: March 11, 2012, 12:38:27 AM »
I have a player who is taking the Glamour power and reading through it I noticed they don't really explain how it works.  Does it work like Evocation? Does it cost stress?

The way I imagine it works is I want to make my friend invisible, I pull shadow over him and and roll my deceit (3) vs their alertness or investigation (put both at 3) we roll.  My player rolls and gets +2, the defending guard rolls and gets +0.  The group man moves past the guard unmolested.  this costs no stress and lasts only that exchange.... am I right.

Now if I want to veil my group of 3 friends do I use the evocation rules and and divide up shifts between them? 

What if i wanted it to last longer than an exchange?

Could someone explain and give me a good example?

Thank you

13
DFRPG / Re: Enchanting Weapons
« on: March 08, 2012, 07:02:15 PM »
Do you have a physical copy, or just the PDF?

I have both but mostly I read my PDF... and I don't have my hard copy with me I left it with one of my players so he could read it.

Damn!

14
DFRPG / Re: Enchanting Weapons
« on: March 08, 2012, 07:01:13 PM »
There were some changes to the Enchanting rules and some other items between an early release PDF and the final published book. If you have the final published book, you have the right rules. If you only bought the PDF, I'm not sure how to tell if you have the right version. Anyone else?

When you said that a permanent enchantment uses half the enchanter's Lore skill, what page are you getting that from?

Page 279 second column halfway down.

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DFRPG / Re: Enchanting Weapons
« on: March 08, 2012, 06:23:44 PM »
Are you working from an early (probably outdated and incorrect) PDF of the rules? I ask because this will save some misunderstandings down the line if this gets answered sooner rather than later.

I have no idea.  I thought my writeup was good... but I bought it when the books first came out, is it outdated now?  Did things change?


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