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Messages - tetrasodium

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31
DFRPG / dfrpg elements in standard fantasy rpg format
« on: November 04, 2012, 06:12:54 PM »
I like the element system, admittedly, some of the thaumaturgy options feel a bit out of place as anything other than specializations.  Some of my players have had trouble grasping the conceptual nature of the elements goes beyond refluffed magic missile/scorching ray/fireball/etc & I decided to put together something explaining the elements in a way that fits standard fantasy rpg tropes a little better (i.e. d&d).  In the process, Spirit gets refluffed into divine casting with most of the laws of magic being more strict towards it to simulate the fact that divine casters need to behave themselves more than arcane ones to appease their god.  I figured others might like it, find it useful, or be interested in shooting holes/support at it :). on those last two, please do as it's intended for newbies who need help acclimating to non-vancian casting. =)


Keeping with the traditional fantasy trope of arcane magic being different from divine magic with both overlapping & different capabilities, there will be some immediately obvious changes like “force” from both Spirit, fire, and possibly others at times.  The arcane elements of fire, earth, water, and air definitely expand quite a bit once expanded into their conceptual nature beyond the pure element itself to the point where there is quite a bit of overlap & is now no longer a reason to have out of place thaumaturgy trappings like necromancy & summoning as something other than specializations .  Each of the arcane elements has the ability to draw on aspects of necromancy & mind magic through various means with various degrees of law violation risks.  Spirit by comparison has access to all of them (with guaranteed violations) in addition to  a proper method of resurrection. Because of the consequence nono involved with mind magic (see the third law below) it’s always a dangerous road to tread more than simply stepping up to the very edge with “ally of X” temp aspect type charm & weak minor “detect thoughts” type spells  I feel that Spirit’s tight fusing with the laws of magic and the extra leeway it gets in other areas like healing, raise dead, the creation of fire/water, etc things fit well with the typical schism between arcane & divine casters where they heavily overlap, but divine casters can do a few extra things denied to arcane casters with the string of needing to appease their god. 

Just about (if not every) element has some way of doing some healing of certain types of consequences (or at least starting that process), but Spirit has the typical divine caster-like ability to directly heal mental/physical injuries.  The “healing” does as good job of further differentiating Spirit/divineoff in its own little niche while avoiding “aww crap, I didn’t wanna have to play the cleric/healer” even though there are plenty of other ways to start the healing process in FATE making it a silly thing already.  Players who want to play a healer still have something special over arcane casters able to start healing sometimes.
With regards to scrying , I’ve made a few minor assumptions regarding the planar cosmology of the fantasy setting in general since it would be I,possible to do otherwise given all the possibilities.  Those assumptions are that each arcane element has a plane of existence of its own & spirit is able to reach any plane inhabited by beings with spirits of their own (even if that spirit is their form like many outsiders frequently in fantasy settings.) Nasty things can be out there if you dig too deeply with extraplanar sources, but minor scrying through them is relatively safe. This again gives everyone a little something to everyone that fits with their element.  Elementals embody both the element and the conceptual aspects of an element to varying degrees & are mostly rather “neutral” in nature.  In exchange for spirit’s ability to reach any plane, it has the side effect of making the caster directly reachable by more things while digging.  The combination of narrow & broad contact with the planes gives arcane casters an edge in their specific types of scrying & makes divine casters hesitant to abuse their options.

Laws of Magic: While the Laws of magic are great for balancing magic to an extent, the permanence that goes with them outright destroys many traditional spells like polymorph & the like.  I’ve chosen to reshuffle the laws of magic into traditional fantasy style in a way that includes both the “undead are abominations” as well as the “Divine casters can fall out of favor with their god & must take care with their spell casting.” themes.  This is done by saying most arcane spells are temporary unless the element & method used would be permanent due to properties of the element.  For example,using earth’s control over stability & grounding to break down & reshape a mind with earth’s stability keeping it that way permanently is bad; but using water’s control over change to accomplish the same thing is fine because water is loath to take on a stable form & will revert to normal soon after the caster quits applying shifts to persistence.
•   First Law: Never take a life… Let’s face it, killing people & things is pretty common in fantasy settings.  This is very important for Divine casters of “spirit” spells because they risk tainting their soul & angering their god.  For the other arcane elements?... not so much unless it’s being done in an “Evil” way or just for cruelty/fun.  I think keeping this vague & semi-ambiguous results in both divine casters being nervous about keeping their god happy with their actions  & wanting to act as a moral compass to the group rather than risk it.  That ambiguity also neatly divides arcane & divine casting while allowing for grey areas that divide “magic is a tool” & “that mage has gone dark!”
•   Second Law: This is usually the purview of arcane casters.  Water governs change & is anything but stable.  Use water to change another & it goes away on its own, no harm done.  Use earth to break down the stable form & mold a new one…, or fire to burn the current one away & encourage new growth in a different form like some kind of supernatural cancerous  uber stem cell treatment though… bad arcane caster!  Now Spirit deals with the soul itself & quite easily stomps all over this law.  The desire to keep spirit/divine casters concerned about being “good” makes this even more important for them ;).
•   Third Law: Never invade the thoughts of another.  Spirit is pretty boned here as well, but Arcane casting is usually going to be safe as long as they do not need to inflict mental consequences on an unwilling victims part of the activity.  Reading thoughts actively skimming across someone’s mind is fine, as would something like using earth to permanently destabilize traumatic memories & form them into something stable in a patient wanting  help from the caster is just peachy.  Using Air to give you the freedom needed to carefully climb inside the thoughts of a sick  refugee in order to figure out what they are fleeing from & offer help (likewise with spirit on those last two).  The ambiguity & ability for the gm to just say “he tries to fight you & takes a minor consequence” even if it was just a 1 shift spell makes mind magic something that arcane casters will be wary of using with gamebreaking consequences lest they go capital E “Evil” & be forced to take lawbreaker stunts.
•   Fourth Law: Never Enthrall Another.  This is another one where Divine casters get bones when using Spirit & arcane casters get a mere warning. Arcane spells like the traditional staple “Charm Person” that makes someone think you are an ally are fine if it’s just doing things like adding a temporary aspect kept active with shifts of persistence along the lines of “allies with X” & leaves them to muddle through the confusion of why their allies are suddenly fighting each other to the death. Arcane spells like “Dominate” where you force an opponent to obey your will however are a nono if they require a consequence, which it probably will… using dominate on the waitress to place your order when she would doso anyways seems kindda silly, I’m sure there would be a circumstance where it’s ok with the GM though.
•   Fifth Law: Never reach beyond the borders of life.  Finally we reach a law where arcane folks get bones outright & divine spirit casters get a pass!  Raise/resurrect dead type spells are pretty normal for divine casters  in fantasy settings, the arcane equivalent typically involves things like creating undead & arcane raise dead type spells are bad because the undead abominations draw life from others or come back pet cemetery type wrong depending on your GM.  Animate dead type spells where you use a temporarily animated zombie or somethingis probably fine provided the spell is structured in a way that it only lasts about as long as shifts are pumped into persistence.
•   Sixth Law: Never swim against the currents of time.  This one is a nobrainer as it has horrible universe breaking consequences.  Spells like haste where you perceive/experience time faster are fine.  Much more however is almost certain to result in an angry GM & a player with a lawbreaker stunt ;)
•   Seventh Law: Never seek knowledge from beyond the Outer Gates.  Summoning up/questioning things from the plane of insanity/chaos is probably a bad idea for anyone. Casters  should be extra careful with this kinda thing, the planar cosmology in your game is important to this one being relevant or not.

32
DFRPG / Re: Warden Sword for a Mortal?
« on: November 04, 2012, 07:23:06 AM »
A sword made of silver that is a warden sword n someone else's hands?... sure... an actual warden sword?.. notachance!  There is a warden sword in the baltimore section of the book book (which I did not realize until after allowing a player to have one without realizing it .  The thing is weapon 5with special powers)

33
DFRPG / Re: [Alternate Setting] You mean magic works?!
« on: July 14, 2012, 03:06:11 AM »
Well that depends on a lot of stuff.
  • Are we talking... right now lightswitch change, how prevalent would talented former mortals be & how powerful?
  • decades past change... during war (i.e. ww1/ww2), social upheaval (imagine how civil rights marches would have gone if there were fireballs, lightning, & demons instead of firehoses & dogs.  Im,agine if those supernatural attacks were met by supernatural responses),  or relative peacetime?
  • always been that way change?  That goes from utopia all the way to tippyverse style stuff with everything inbetween without even getting into the potential apocalyptic helllscapes
They would all result in extremely different outcomes.  Look at what's going on at the time & how the level of magic bering infused on folks that were potentially in the dark yesterday would react.

34
Have you thought about doing a total reset? Starting over in the pre "we messed it up" world with new characters?

Richard
I considered it a few times & it always tends to swing back to not many of my players are familiar with the dresden books & are uncomfortable about being the first one to get involved with things in the world or waiting for others to do so first to avoid cutting the others off.  the original world was pretty much undefined.  The problem players kind of leaned against including anything in conflict with anything & I was to lenient towards footdragging by not wanting to develop anything that would cut them off once they started getting involved letting them build up a bunch of powerful allies while giving out quite a few of the higher tier milestones as bribery to get anything from them before I realized how big of a mistake that was

35
First, I think Kemmler being alive and a Hitler replacement of sorts is pulpy awesome. With magic and the supernatural as part of overt society, you might end up with more of a Shadowrun style to your game. Or possibly (as you bring up Doctor Doom) maybe even more of a magical-flavored superhero setting.

The big question is are the remaining players in your group okay with this reset button? It sounds like you're saying the problem players are gone now, but a giant retcon isn't something that is acceptable simply because it might make internal sense within your setting. People are going to have to want to play afterwards, too. I think it sounds cool, and as a player when I think things sound cool I do the GM a favor and don't pick logic holes in his setting.

If having the supernatural tied more closely into the modern world is going to make it easier to get proper backgrounds and story hooks from your players, by all means do it. It doesn't have to make perfectly logical sense - real life is full of crap that, in hindsight, were terrible suboptimal decisions. Budget cuts! Sunspots! Lobbyists! Hookers! A Wizard Literally Did It! There are tons of excuses you can whip up if someone DOES decide to nitpick your choices.  :)

Yea, it's definitely a potential snag if the existing players with poor godlike characters dislike things, but with the worst problem players that were actively going out of their way to avoid involvement with attachments to the world (as opposed to just going with the flow for most of the rest) I'm given an opportunity to pitch it as a way to help a newbie joining us fit in & hit the ground running more easily with a cohesive group with the possibility of still going back & saying it was just for learning if it's an issue.

36

Newbieish GM needs some “halp!!” Please :)
Not really a spoiler… But it’s a longish explaination of where things went wrong in my game that I think might answer some questions folks migtht have about how things got to this point
(click to show/hide)
I’m planning to wipe the slate using the sixth law & would like some extra eyes to critique things for me or give suggestions on a possible alternate timestream:
  • Warlock living in an area of the world that effectivelly has no white council/redcourt or.... anything presence that might serve as a check decides to violate the sixth lsaw & go back in time (or send someone) to assassinate hitler & make the world a better place… without considering the butterly effect it would kick off.  This happens to be the present broken timestream.
  • The world is drastically different as a result of that action, instead of Hitler, there was (& maybe still is) a Kemmler!  WW2 played out pretty similar to how it did originally except for the white council throwing in with the US after the perl harbor  massacre when hundreds/thousands of formerly  dead folks burried in hawaii  rose up & attacked the battleships like had been rumored to have been happening in europe during the war..
  • as a result  I get to tell everyone their old godlike & unattached broken sheet of numbers was never born, or had a wildly different upbringing that put them elsewhere & hand out less godlike pregenerated characters for folks to pick from until the group is ready to make their own characters properly instead of starting out replacements to the group in a game that’s effectively broken .  Since most of them are effectively sheets of numbers, I can’t see any of them caring much
  • I’m thinking that maybe the white council & magic should be openly ccepted as part of society/governance.  Maybe even having wardens employed by the state in many places.  The open acceptance of magic would probably lead to things like were-wolf anti narcotics teams& other such things to help players not familiar with the dresden books to get settled more easily.  Instead of lonewolf  were’s with no ties, they can just be a former/current dea agent/cop or something & it makes it much harder to be talented with powers in some way without being tied to the world like some of the original players tried to do.
  • Maybe Kemmler is still around over in europe where he has a nice little germany & france  sized nation carved out of doctor doom styleentrenched power far too massive to even consider taking on any time soon.  Of course that presence would lead to quite a few more necromancers & wqarlocks springing up elsewhere in places the characters see
  • The “I hex their guns/the security systems” easy button gets far less simple to hit as there is likely to be more hex resistant/proof  weapons & people are less likely to be surprised by it wondering why their stuff sudden;lt quit working.  Places with security are likely to rely on both technoligy and magic for security where applicable to avoid that easybutton from letting folks in unhindered
The part that I really need/want feedback on is this though… am I missing anything that should/could result from that sort of a timeline fork or setting myself up for problems I’m not thinking of?  Are there any good ideas for inclusion you guys can think to add?

37
DFRPG / Re: DFRPG Character Manager v2.0
« on: April 05, 2012, 10:38:03 PM »
I get the "custom entries detected" note, but all of the ones I create are invalid.
I get the same, I went so far as to create one that simply had the word test in the name & description for the intimidate skill & simply selecting it from the mortal stunts tab crashes the CM component :( Out of curiosity, I opened it up in notepad to see if I saw anything really funky, but nothing seemed odd
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<mortalstunts>
  <mortalstunt name="test" skill="Intimidation">
    <description>
      <p>test</p>
    </description>
  </mortalstunt>
</mortalstunts>

38
DFRPG / Re: DFRPG Character Creator/Manager
« on: April 02, 2012, 04:46:22 PM »
It's awesome that your back I just stumbled on a new potential thingamabob.  I have an NPC with a stunt to move the social defense trapping to a different skill, short of giving him a bunch of empathy, I can't see any way to make the stress boxes line up with the stunt's trapping for this one npc

39
DFRPG / Re: Help Me Stat "Runic Bullets" Item of Power!
« on: March 25, 2012, 03:23:21 AM »
I agree with the last couple posts, a satisfies all catches ammunition all the time would severely devalue toughness & recovery powers unless it also comes with strings like the sword of the cross costing fate points and warping an aspect, the alloy rounds with jarhead faith charge/power are effective against lots of stuff, not hot knife through butter effective, but enough to give pause to supernatural types.  I'd really think that doing a little research to find out some details before going in sounds more fitting of a secret agent though.  There are enough types of specialty ammunition that you could meet the catch for most things with a little refresh & simple resource rolls.

40
DFRPG / Re: Help Me Stat "Runic Bullets" Item of Power!
« on: March 25, 2012, 02:22:37 AM »
Good afternoon everyone!

Long story short I have an item of power that I need some help stating out.

It's an item of equipment I want to borrow from Reality Blur's "Agents of Oblivion" Savage Worlds setting and make use of for a Dresden Super Spy.

The item is called "Runic Bullets".

Effectively you put these bullets into a normal gun and fire them.

They do not increase the amount of damage of the gun or change its profile in anyway save for that they can hurt Anything.

That's right, Vampires, Werewolves, Angels, Old Ones, Tomato Monster Mk. IV's...

Basically they would allow your gun attacks to satisfy* the catch of all Toughness, Recovery and Immunity powers.

Is something like this feasible? I realized it would probably be easiest to make it an item of power but im not sure how much refresh something like that would be worth?

Does anyone have any thoughts about how to approach that concept?

I have a shadowy government organization with some tech based toys & a dragon politician in charge who has the motivation of keeping the mortals in the dark chasing their tails covering up for things like WACO, the original War of the worlds broadcast, etc.   among other nifty things (http://www.obsidianportal.com/campaigns/south-florida/characters/quadcopters), they have batons & bullets made from a mixture of steel, silver, depleted uranium, along with "traces of other elements" ... which gets better real quick when you think about the kinds of threats this military special forces group encounters when you combine  "the toys that the labcoats gave us" with "this is my rifle this is my gun" well meaning mushrooms* developing faith in these toys as they start seeing them cause burns & flames in creatures regular rounds barely (if at all) touch. 

Effectively they are like teflon rounds & sick sticks for most supernaturals with resistances with a side benefit of starting to lose  some of their strength if my players manage to snatch a few ;).  Depending on your purpose, you might be over thinking it though.

*Mushrooms are kept in the dark & fed lots of manure!

41
DFRPG / Re: Inheriting Thresholds
« on: March 22, 2012, 04:04:47 AM »
Hey, new here! I searched around and can't find exact info on this:

How are thresholds transferred to new people?  If a wizard buys a house, do the thresholds just reset to basic?  What about inheriting a house with substantial thresholds?  How would you guys handle this in game?

Thanks for your help.

it would probably be gone if you are talking about "the family that lived here before we bought it for reasons already described, but if talking about "parents left the home kids grew up in to kid & family" type thing, it would probably continue on based on ghost story's example

42
DFRPG / PEACH Assessments, navelgazing & declarations, & maneuvers...
« on: March 21, 2012, 11:08:18 PM »
I'm probably not the only person who has had players scratch their heads & go "HUH?!" and  wildly crazy maneuvers/declarations amounting to "GOTO:END" after explaining some of the concepts behind fate to players with a strong background in RPG's... So I figured this would be good both for getting some  critique  & potentially helping others.   PEACH gets used a lot on some other RPG forums and stands for Please Examine And Critique Honestly, it seemed apt to include  in the title :).  So what do you guys think?

First: the source video http://www.youtube.com/watch?v=8OvaSrikG6Q I've started loosening the training- wheels on  my players over the last few weeks, social combat has been going decently well, but they were still having trouble with assessments & declarations in general.  I made this to hopefully give them a bit of of grounding on the concepts behind them hoping it would help.  I'm still being pretty permissive with them since it's still a bit too early for most of them to be going without the training wheels.  This seemed to help them & hopefully it can help others, or help even more with feedback :)


For those who don’t watch the competence porn show Leverage, The characters:
*  Eliott Spencer: Pure mortal beatemup man
** Crazy good at physicaly neutralizing threats with an aversion to guns due to some past trauma that’s unimportant for this.  Usually neutralization is nonfatal & involves minimal disturbance or collateral damage.  Also great with assessing threats, probably due to a stunt that allows him to use weapons or fiststo assess any type of weapon guns & such. 
* Nathan Hall: Criminal mastermind with a robinhood complex
** Tired of spending too many years as an insurance investigator he eventually broke down after the death of his son & decided that he could turn his whitehat inside out and gather a crew  cponsisting of the best of the best in their own criminal fields to pull the bag over those who deserve it and help those who were screwed. (troubles & other details unimportant for this example)
* Sophie Devereaux: Social engineering specialist (grifter)
** excels at pickpocketing, NLP, & stunt driving among other things thanks to some stunts.  She’s a badass, but not in this situation just like Elliott would be out of his element where she can shine.

*0:00-0:03
**Group broke into & are trying to escape from bigbad’s warehouseafter collecting the macguffin (unimportant for example what).  The warejhouse is “loaded with boxes & machinery, dimly lit, & has a concrete floor.
** Group had decided that it would be best to move quickly & that the safest way would be to have badass eliott in front to do what he does best, Nathan behind him just in case he can help a little bit since he’s not great at a fight, but can do more than slap someone. & have sophie in the rear to give her an aspect of “hopefully they don’t see my face” in case she needs to break off & do some social engineering.
*** Since this point is stated why the aspect is setup, the GM is aware of that possible intent in case they didn’t make the connection & can plkan for the possibility in a way that might allow it to be tagged whenever reasonableinstead of just relegating sophie to Hey social mcsocial, go make drinks while we deal with the sweaty dirty stuff” for the same reason her plans often involve the other groupmembers.  Everyone is there to have fun.
** The group  has stated they will continue this way until they notice something unexpected , are forced to make a choice of some sort, or are otherwise stopped
*** The game is not a tactical simulation & shouldn’t be treated as such.  They state their goals, setup how they are going about them, what they expect will make them change from their current path instead of just saying “ok misterGM, what happens next?” since the expect something is likely to happen given that they just broke into the bigbad’s warehouse
* 00:06-00:08
** GM announces that one of the bigbad’s security guys guy in a suit charges around the corner  & does a quick initiative check.  At this point it doesn’t really need to break down into full out turnbased combat b/c eliott is probably going to neutralize him or he’s going to fire his gun & alert the others
*** Eliott wins the roll & tries to setup a fists based block to disarm him while working towards neutralizing him
*** Nate & Sophie back off and try to setup aspects of giving Elliott room to play.
*** Security guy struggles to escape from the block so he can fire his gun in offense/defense
*** Eliott tags the room to play aspect Nate & Sophie setup & combined with his own fists roll  handily wtfpwns securityguy declaring that he knocks him out as the takeout.
* 00:08-00:24
** Eliott states that he’s going to perform a maneuver of  kinda pressing himself up against the wall of stuff to setup a “sneakysneaky & covered” aspect before he inches out to listens for sound around the corner & ake a relevant skillcheck
** GM takes an alertness roll & announces that Elliot can hear more people around the corner running around  with purpose, but not towards him
** Nate & Sophie admit that Eliott is best for this & let him assess the threat
** Eliott quickly peeks around the corner to scope out what’s there & announces he wants to do it only enough to get a quick glance to avoid being seen.
** GM takes an alertness roll modified by stealth & Eliott tags his sneakysneaky aspect to be sure he gets a nice result.
** GM announces that he sees almost a room of boxes & such with suited thugs hiding behind stuff they can use as cover while some of them are readying their guns & taking defensive stances (stetting yup their own aspects)
* 00:25-00:39
** Nate offers to spend a fate point to tag his criminal mastermind high concept & declare that the group just needs to get through that door on the other side of that room. 
** GM accepts the declaration.
** Eliott makes a weapons check modified by weapons & announces that the room is a killbox  with too much space to easily get through alive
* 00:39-00:45
** Nate & sophie confirm they are sure that the macguffin is enough to takedown the bigbad
** 00:46-00:52
** Eliott take’s the unconscious mook’s gun & offers to spend a point of refresh trying to work out with the GM to amend his existing stunt to include the usage of guns with the weapons skill under extreme situations if he takes a mental consequence after the adrenaline rush is past.
*** GM agrees  & provisionally allows it for this once  without spending the refresh just yet, but states he can even tag his trouble while using them in exchange for raising the consequence severity & detriment to the character that the GM will assign after the adrenaline rush.
**** Eliott’s player kinda likes the way he doesn’t use guns and internally cheers while being happy to have an excuse to keep that trouble, so agrees that it’s a great compromise
*   00:53-00:57
**   Nate tries to put an “I got your back with this” aspect on Elliot to let him know that he knows what kind of line he’s about to cross & will be there to support him with pulling himself back together.
** Eliot is meanwhile setting up navel gazing aspects of “clips tucked into in the right spot”, “clothes won’t  bind or catch” using appropriate skillchecks (weapons &/or maybe  athletics/fists)
* 00:59-1:00
*** Eliot charges out shooting to cover himself while moving towards the nearest cover
* He continues his block until 1:09 while,making an assessment for an “I know where everyone is”  aspect when some close calls not shown nearly inflict a point of stress  if it wasn’t for the cover & he ducks down behind his cover announcing to the Gm that he hopes that if he stays down a little bit they will realize that he’s not going to just pop up & he might have a better chance of doing more than just putting up a block with his gun. (GM knows why & knows the intent now)
* Clip of something that didn’t quite get fully cut in the videosnippet
* 1:33
** Eliot does some navel gazing maneuvers reading & loading his gun to setup “fully loaded”  & “cocked & ready” aspects while making sure they are clear o anything that might causer a jam to setup a “my guns are clear” aspect.
* 1:35-1:40
** Eliot pops out tagging aspects like mad to shoot at folks while on his way to the next bit of cover.  Because of the aspects & cover he manages to avoid taking any stress while taking out a few of them along the way.
* 1:40-1:51 Eliot spends a fate point to declare that one of the security guys went down near enough to his cover spot to have his gun within reach
** Elliot now has two guns
* 1:46- 1:58ish
** GM announces that the mooks are starting to creep up on him & starting to hit pretty close with their shots.
** Eliot burns a fate point to tag the “I know where  everyone is a second time & tries to pop the nearest  guys who has the best shot on”
** GM gets a few rolls & explains the competence porn while admitting that there are still a lot of smarter guys left to deal with & gunning for him.
* 1:58-2:04
** Elliot makes an weapons roll modified by athletics as discussed with the GM so he can  head for better cover & setup a new aspect of “everyone is in my path” while shooting at them hoping for the best & to keep them from charging.
* 2:04-2:14
** Eliott spends a fate point to declare that one of the mooks is using big barrels of aviation grade lubricant  with the intent of using it for conveyance for himself
*** GM likes the idea & goes with it letting Eliot have a quick weapons roll to shoot some holes in it from behind his cover with the last of his clip
* 1:16-2:25
** Eliot  makes some quick assessments to search a nearby dead goon for his gun & any clips he might have while dodging & ducking from falling debris thanks to the mook’s gunfire.
* 2:30
** GM announces that the aspect “lubricated floor” has been added to the scene & the mooks have quit shooting pointlessly at his cover
* 2:35-3:08
** Eliot walks out with guns down in nonthreatening position  setting up a new “I know where everyone is” aspect, “guns are clear & cocked”, & “the room is in my head” before taking a deep breath & using discipline to setup a “calm & focused” aspect
* 3:12-3:40
** Competence porn as Eliot runs & slides across the floor on his knees taking out mook after mook & tagging his aspects like mad to get through it safely while taking out as many as possible
*   3:40 Eliot spends a fate point to declare that there are some 55gallon drum barrels stamped “danger explosive material that might be close enough to the remaining mooks to do some real damage if given cause to explode GM knows why & what the goal behind the declaration is instead of a possible “and it explodes, but nobody was near it.. oh wait can I do something else instead?” retcon problem since the GM would probably mention that none of the ex-special forces guards are near them & the character recognizes that if it were the case.  If you’re making a seemingly harmless declaration & the GM has no idea why or for what goal, he can’t warn you of the flaw in your cunning plan.  Exploding some barrels to find out that he just wasted an attack to discover that he’s up against ex-special forces types is probably not high on Eliot’s list of priorities now that his slide came to an end & he’s out in the open.
* 3:46 on.  Eliott scopes out the scene & tucks his guns in where they will be “quickly reachable” (aspect) while standing up on a box to get away from the fire & scope out the scene
** Bigbad’s top muscle comes out from some pocket dimension & taunts Eliot at gunpoint before he shoots him dead by tagging the “quickly reachable” aspect to get the jump on him & ditches the guns in disgust while walking off into the metaphorical sunset
* GM announces that the tags to his trouble would have resulted in an extreme consequence of “haunted by past wrongs“, but Nate’s peptalk chipped that down to only a major consequence of “a bit unfocused”
** Everyone had fun watching the carnage play out across the table & Eliot/Nate might be a little closer.  It wasn't a one sided snooze fest for everyone but Eliot, just the other bits were chopped out by whoever posted the video & the rest of the 40 minute episode is also hacked out

* This http://www.youtube.com/watch?v=cMx5FIINH6Y&feature=related is another good example of using a social skill (rapport/deceit, maybe both) to setup aspects for an impending physical combat. Just because something is a social skill or combat skill. doesn’t mean that it can’t be used in place of starting (or during) a fight of the other sort to setup one or more aspects in your favor
* As is this: http://www.youtube.com/watch?v=RRve_JBoIro&feature=related  a perfect example of a more social person working to flip a situation in favor of a more physical one’s favor by setting up some aspects (" They know I’m fake" & a free tag on his relevant aspect due to the coffee spill)! Just because your not the most social of butterflies/physical of bees doesn’t mean that you can’t sometimes contribute to those situations that you don’t excel at. Your aspect counts the same as the king’s aspect does to a fight/scene, it goes one further by doing it without the king having to do anything to set the aspect up

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So my players, specifically a fae PC, owe someone a favor.  The someone in question happens to be in a low security prison ;)and the poor guy is possibly about to get screwed by a different PC's trouble aspect  ;).  The nevernever is sure to be quadruple plus ungood on the other side.  my first thought while planning was "there's no way they would try to escape him through the nevernever if he winds up in maximum security, who cares what's there" and then I thought about my players & realized how wrong that I probably was on that note. so far the nevernever has been very safe for them, and adding the fear of thenevernever opening to actually unpleasant places beyond just explosive gas, scorching pillars of light, etc appeals to me.

So what would you say is on the neverever side of a maximum security prision? , feel free to let out your inner evil-MWahahaha demon ;)

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DFRPG / Re: Items, Armour and Weapons.
« on: March 08, 2012, 03:11:22 PM »
I think you are over worrying about it, You basically have a player asking you to let him be a way for you to add a raodblock with an obvious solution & preplannable failure consequences.... One of your players decide to wander off? *poof* perfect reason to want to find the rest of the group.  They you have teamwork stiff like putting a ward on the door/lock ;).

Lockpicks aren't exactly tough to get. google shows them at being around 10-30$ http://budk.com/results.aspx?k=lock+pick&sourcecode=GONBBK&gclid=CNba3_jI164CFc-a7QodaiARfw unless you want the electric sort, setup an adventure where a fae is willing to hand over some fae-crafted ones or something that shrink with him to insect size  in exchange for services; maybe say there are a bunch  in the set and let him  roll a single fudge die to see if he has the right picks until enough services are rendered to get the full set with the  +//- being yes/takes some extra time to use a nearly correct pick/no or something.

45
DFRPG / Re: What you put in a GM screen?
« on: March 05, 2012, 06:03:00 AM »
I stumbled across this thread http://www.superbuddies.net/forum/viewtopic.php?f=38&t=9111&start=760 & found some really well fitting pictures of comic book character amalgamations for player facing ones.  Sure some of them are still silly spandex tights, but a lot of them aren't :)

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