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Messages - Crion

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1
DFRPG / Re: My DFRPG Fate Tokens
« on: April 29, 2013, 02:05:31 AM »
Those are pretty awesome, honestly.

I started off with poker chips, but then I printed out cards from the Resources board that have explanations as to what you can do with Fate Points. They were a bigger hit with my group, honestly.

If you could have the symbols on one side and a note about what can be done with it in a readable font, you'd make a believer out of me!

--Crion

2
DFRPG / Re: 7th Sea DFRPG kitbash?
« on: April 15, 2013, 09:37:28 PM »
As I'm doing some of the number crunching, I've realized I've hit a snag with the Twice-Blooded or Half-Blooded sorceries.

I mean, with Porte and Pyryem, it's easy: buy your specific stunts/forms and be done with it. Most of the others reach the point of utilizing the High Concept of being Twice-Blooded to limit the sort of high-end things you can do.

But when you want to combine Glamour with El Fuego Adentro, for example, I hit a snag in numbers (as El Fuego Adentro is essentially Channeling with Physical Immunity to Fire, making it cost 5 Refresh, while Glamour is Sponsored Magic at -4), making the character a -9 Refresh at the start and relying on Aspects to keep the magical abilities on hold. Doable, but a bit clunky in my head, as the character is paying full price and not having the full powers at their disposal.

That said, should that concept be scrapped due to lack of translation, or should it be kept and narrowed down even further, like changing some of the Channeling abilities to Breath Weapon, or reducing the cost of "sponsored magic" type abilities and removing some of the major aspects of them.
Of course, this is where the "Limitation" custom power could be brought up, but I wonder if "Weak Blood" is a proper limitation here, as it impacts the overall capabilities and not actual availability.



For those of you who don't know 7th Sea: If you are a Full-Blooded mage, you could have immense power at your disposal as long as you dedicated yourself to it. Think of it as an equivalent of starting the game with Ritual and moving up to full blown Thaumaturgy, or starting with Beast Change and ending with True Shapeshifter.

Half-Blooded characters have access to the magic of their country but in a VERY limited manner. The differences don't translate very well, but it'd be closer to compare Channeling to Thaumaturgy. While a full- and half-blooded start in the same place with the same trick or two, the half-blooded gets left WAY behind in the scale of power.

For those who have followed the above discussion as a whole but don't know the setting: Porte could only open small portals for objects, but could never do the world-walker side of things; Pyryem could only turn into the full animal forms and not take the individual aspects (like taking the strength of a bear); Glamour was limited to just a fraction of the power available from the invoked legend (like turning a coin into a leaf when compared to being immortal in your own home); Sorte could see the strands and offer blessings, but could NEVER touch them. Those are the big ones here, and trying to limit them is the issue.

So...suggestions? Comments? Anything?

3
DFRPG / Re: Powers vs Aspects: DFRPG & FATE Core
« on: April 12, 2013, 02:40:05 AM »
Honestly, the more I run non-Dresden games using DFRPG, the more I think IoPs would be better fit to Extras instead of as a power. That, personal contacts and equipment (ships, crazy technology, favourite gear and the like) seem to fit better this way.

Anyone else noticing that?

4
DFRPG / Re: How would you make psychokinetics in DFRPG?
« on: April 02, 2013, 07:28:23 PM »
Channeling (Spirit) is probably the way I'd do it.

This. For the most part, anyway.

Channeling (Spirit) is a good way to go with the kinetic side of things that are shown in the movie (the talent show, teeth pulling, launching people/things, etc).

At the same token, you could also claim that any power the character takes, such as Wings (for the Flight side of the film) or even a modified Thaumaturgy/Evocation (weather changes and lightning bolts), are "powered" by the psychokinesis that the character acquired.

As far as I can tell, the powers are already there and anything could work; you might just have to change the "flavour" of it to fit the setting.

5
DFRPG / Powers vs Aspects: DFRPG & FATE Core
« on: April 02, 2013, 12:15:59 AM »
I've been reviewing a few and doing my own kitbashes recently, and I hit the same question every time: would it be easier to have powers cost Refresh like we see in DFRPG, or make them using the "Extras" chapter of FATE Core?

Has anyone else run into the same thing? If so, what sort of compromise have you reached?

6
DFRPG / Re: Most Interesting Reasons for Powers
« on: April 01, 2013, 11:32:03 PM »
An otaku that found relics of an ancient trickster/ war god. The relics are currently in the form of an old-school Nintendo power glove and zapper. (Still working on what/ how the powers will work.)

If you aren't familiar with it, look into the old cartoon and comic book Captain N: The Game Master. The main character essentially gets trapped in Video Game Land and has his zapper and controller as his weapons. Some of the "powers" they grant include zapping enemies (can be a Breath Weapon/Channeling), "pausing" the world for a short period of time, and super speed/jumps. That is what I remember offhand, but I haven't seen a single episode of the show in almost twenty years, so. . .

For other inspiration, just think of video games in general. How would someone exploit a "glitch" in reality?



As you can tell, I love that idea. :-D

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DFRPG / Re: 7th Sea DFRPG kitbash?
« on: April 01, 2013, 11:19:12 PM »
One of the random things that's come up as I've been writing out my notes and soundboarding with my (potential) players: how much of this could be better using FATE Core vs DFRPG? Anyone have any input on this?

8
DFRPG / Re: Most Interesting Reasons for Powers
« on: March 27, 2013, 08:08:35 PM »
Some of my current PCs at my table are doing the following:

Deal with the Demonic Embodiment of Lust: In the setting, each of the seven deadly sins is personified by an individual demon. This character made a deal with Wrath to gain one set of powers during her back story (Inhuman abilities for the most part), and after the contract was completed, she was given a new deal with Lust. The character now has Sponsored Magic (mostly mental whammies, emotional aspects, and summoning via EvoThaum).
If needed, physical enhancements might come into play.

"Super Soldier Serum": This is a concept an old player of mine asked for my help to plink out for his game. Basically take the idea of the Super Soldier Serum as we know it (i.e. Captain America) and make it a bit more negative. He was thinking more Resident Evil (specifically, use the Hunger Track, but require an injection of an anti-virus to clear it), as it could also allow various mutations as a way of going the NPC route.
I was looking more at Mr. Hyde; have a Human Form with "Beast Change," with compels when he is "stressed" to cause the change, and further compels to act according to that darker nature when he is transformed (or even add Demonic Co-Pilot).

Descendant of a Deal-Maker: One of my current players is using this for a Victorian-era game. His character is from Russia, and his great-grandfather made a deal with a Steppegoblin (think a form of a Fae) to have access to certain powers for his family. The contract can be renegotiated, so when he tires of Glamour and Divination, temptation will come knocking. . .

9
DFRPG / Re: Nightmare Fuel Into Game Ideas
« on: March 27, 2013, 07:29:00 PM »
I have honestly just never run into anything that fueled my nightmares.

Well, not in a chilling rational way anyway.  More in a "I'm being chased by Shredder to the beat of my heart through my ear canal with the rest of the turtles."
<@r />So I'm not sure I understand the request...

Sorry about the odd wording. At my game table, "nightmare fuel" is basically something that would be mundane or something we would normally overlook, but once you twist it or go into more details, someone's bound to be afraid of it. It is also used for something that is just downright creepy, frightening, or disturbing; added bonus if it could feasibly happen in the real world.

In the example I listed, by twisting the common cold just slightly, we have something that made someone afraid to catch a cold. Some could argue that the concept of Slender Man is an example of nightmare fuel as well.

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DFRPG / Most Interesting Reasons for Powers
« on: March 25, 2013, 11:22:02 PM »
This was a topic brought up in passing with a fellow GM (about a different game, though), so I was curious what people here have thought up:

What is your favourite, most interesting, or downright strangest idea you've used or run into that gives a purpose behind the powers taken?

Added note: if you had to tweak rules (like use a variant of a Hunger Track for a viral-type power), what did you tweak and how did it work out?

11
DFRPG / Re: Nightmare Fuel Into Game Ideas
« on: March 25, 2013, 11:15:11 PM »
So, it's Skynet with Zombies?

Sort of but not quite. More like a hive mind of a sentient race that is just imprinting itself onto humans. Closer to a possession done en masse with the virus as a way to open the door to allow the infection to occur.

The guy I was having that conversation with is going to use the idea for a post-apocalyptic game, either with the Common Cold becoming lethal and killing about 90% of life on Earth (as it is adaptable enough to hit other species as well), or being the next zombie virus.

12
DFRPG / Re: 7th Sea DFRPG kitbash?
« on: March 20, 2013, 08:15:40 PM »
I haven't forgotten about this, but I've gotten sidetracked with the umpteen drafts of my yearly review (just finished last week) and the two FATE games I am running for a convention in two weeks.

Any feedback anyone can provide for the above would be greatly appreciated.

13
DFRPG / Nightmare Fuel Into Game Ideas
« on: March 12, 2013, 02:12:12 AM »
I had a discussion with a fellow GM regarding the cold I caught and how the common cold is technically a plague due to it's qualities. This got us thinking about how bad it COULD get if the symptoms were worse, which became nightmare fuel for him.

For me, it's a brilliant idea for games, both campaigns and one-shots. The current one has the plague being a tool of an ancient civilization. It is a hive mind, acquiring memories and knowledge as it "infects" people. After a set period of time, the infection shifts and begins to transform people into members of that civilization (possession meets transformation), killing almost everyone else. The survivors are either immune (and fight back for the planet) or are only "resistant," still able to be infected and transformed at a moment's notice. Added bonus when you can't tell one from the other.

Now I think I have someone afraid of the common cold. . .



What other "nightmare fuel" discussions or events have you run into to inspire your games, or have even come up in a game you've played in? Have you had the chance to implement your ideas yet, or are they simply on the backburner waiting for a good game to drop them?

14
DFRPG / Re: 7th Sea DFRPG kitbash?
« on: March 12, 2013, 12:13:16 AM »
I've been fending off a plague recently, so I've been away from the keyboard for a while (and may continue to do so for a while after this depending on how long this lasts).

While I am still coherent: I spoke with one of my DFRPG players and fellow 7th Sea GM, and he agreed that keeping the weapon breaking would be a good idea. This is what we've come up with:

Weapons Stunt: Weapon Breaker
Note: You must have a reason behind taking this Stunt; normally training in a specialized school of combat or a specific weapon-breaking tool.
As with the grapple rules, you must have an appropriate aspect to tag in order to perform this maneuver. With the expenditure of a FATE Point (which goes to the victim), you may attack your opponents weapon directly. Your opponent rolls Weapons to resist the attempt. If successful, you deal damage to the weapon as you would damage a character. A weapon has a number of stress boxes equal to its Weapon Value. Some weapons may be stronger than other, and may be ruled accordingly. As a rule of thumb: items of Quality gain +1 stress box, weapons that are Aspects gain +2 stress boxes, and items of various materials may gain an armor rating.

15
DFRPG / Re: 7th Sea DFRPG kitbash?
« on: March 07, 2013, 02:10:50 PM »
Before I get into ideas: Boosts are defined on page 62 of Fate Core (bottom of the page), and started on page 138, they go into the Four Outcomes ("Succeeding With Style" being what grants the boost), and then the main actions of a character.

Now, since we seem to agree on everything else, I'll work on the one point of "debate" that still remains:

In general, I don't like the idea of weapon breakage; a properly made sword, even one that isn't your father's Soldano blade, can't really be broken without taking the time to stick it into a vise and go at it with a hammer. Definitely opposed to aspects or Items of Power being broken; there's a reason they all get the "no breaking me without major plot" quality for free.

I'd personally like to leave the idea in place as it was a big deal for a couple of the schools (Eisenfaust and Daphan off the top of my head, but I recall seeing it in one or two more schools) and at least one type of Montaigne Puzzle Sword (it had a sword-breaker hammer if I remember correctly). I can see it as a good plot device to promote Aspects being changed, or even a story line to gain a new weapon or repair the old one. We see some epic tales like that already, so why not keep it?

Items of Power hit that grey area, as in 7th Sea, VERY few items were truly unbreakable. The unbreakable items were types of Syrneth artifacts, some other relics, and one type of Montaign Puzzle Sword. Different blades were tougher to break (Soldano blades, Pattern-welded swords, and Dracheneisen are the first I can name offhand), but they were breakable in the end. Since it required a Drama Die to do it, it was usually at a cost AND dramatically appropriate, so why not emulate it?
Perhaps we should toss it in as a Stunt to even be able to attempt it, and if it is an IoP or an Aspect, a Fate Point must be given to the character?

I can see an IoP breaking causing a potential Aspect change or even an in-game story to replace it, while an Aspect being "forced" to be changed can be attributed to the end of game minor milestone to simulate the broken weapon and how it impacts the character.


Just a thought, of course.

I'll start writing up the other stuff when I have the mentality to do it. Work has me doing a lot of report writing lately, and that's been making me unmotivated to stay at the computer any longer than I have to.

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