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Messages - Hick Jr

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31
DFRPG / Re: Turning Oneself into a Vampire
« on: September 01, 2014, 12:51:43 AM »
I'd let you do it with a biomantic ritual, where you magically altered yourself to subsist upon blood and use it to make yourself stronger. You could also use diabolism to bind a demon to your body.

32
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 30, 2014, 03:27:51 AM »
The biomancy/psychomancy thing is weird. The character I wrote this for had this whole myth arc where she was the descendant of the Horseman of Conquest, except that Conquest also bears the mantle of Pestilence. So she's got super biomancy from Pestilence, and super psychomancy from Conquest. Theyre also linked to her Sponsor Debt compels.

33
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 29, 2014, 05:01:12 AM »
This is probably one of my more powerful sponsored magics, I'll admit.

Would pricing it up to [-5] alleviate most of your concerns?

34
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 29, 2014, 03:21:08 AM »
Even discounting the idea of being granted it by, say, Freyja, The whole "mastery of life itself" thing is sort of god-complex inducing, which is pretty much the same thing as Titania breathing down your neck about using your magic. The examples I provided are very tame. I actually would avoid using the character i'm playing with this Magic on this board, just because some of the things she does (that she's compelled to do) are utterly horrific.

There's no actual mechanical difference between using a Summoning ritual to whistle up a Frog Demon and using a Biomancy ritual to create a chimeric mutant. Narratively, maybe. We don't really see any biomancy in the series beyond some of Elaine's stuff and Listens-To-Wind, so it's hard to establish a benchmark for how strong biomancy should be.

Well, this sponsored magic is meant to be taken by people who are really good biomancers or psychomancers, and is an enhancement to your biomancy or psychomancy. I don't hate the idea of restricting it to one of the two.

Regarding the extra benefit, I forgot to include that you do need at least Thaumaturgy to take this Magic. It's implied in the Description, but I'll make it explicit. It's functionally just one or two stunts. I'm a little confused by your reaction. It's powerful, but only in a fairly limited scope. I can't really think of anything I could do with it that I also couldn't do with, say, Spirit magic.

Thank you!

35
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 29, 2014, 01:49:08 AM »
I thought i might be losing my touch, so, this. This one's pretty powerful and ergo might merit a cost of [-5]. Feedback is appreciated. Using this on a character in an IRL game who's basically a combination of Bonesaw, the Vord Queen, Infested Sarah Kerrigan, and a Tzimisce. She is the most frightening and the most adorable character I have ever played.

DEUS VITAE [-4]
Description: You are a master of both mind and body, and have learned to manipulate both raw psychic energy and pure life force, allowing you to do incredible things with biomancy and psychomancy.
Sponsor: Typically self-sponsored, but is occasionally granted by creator gods or gods of fertility and life.
Agenda: Your own, if self sponsored. If granted by a god or other entity, that entity's agenda. Typically, the influence of Deus Vitae will drive you to use your powers in some way linked to your worldview- one user might be constantly tempted to make everyone around her happy, while another, disgusted by his own appearance, might be compelled to twist other's features into grotesque, nightmarish things.
Evocation: You can manipulate blood, flesh, bone, and other vital fluids and systems. You can also manipulate psychic energy, allowing you to use Spirit magic, but with more finesse and skill than a spellcaster without this Power.
Thaumaturgy: You can create and manipulate biological systems and life-forms of nearly any degree of complexity, from an amoeba to an oak tree to a human. You can also manipulate psychic energy and minds, allowing you to use fantastically powerful and precise psychomancy.
Evothaum: You can use any ritual that can be cast with Deus Vitae with Evocation's speed and methods.
Extra Benefits: You may use your complexity and control bonuses from Deus Vitae in place of your power and control bonuses for evocation, so long as the spell incorporates some element of biomancy or psychomancy.

36
DFRPG / Re: Focused Practitioner as Telekinetic
« on: August 27, 2014, 05:25:59 AM »
Ahem.

TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill.
Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills.
Enhanced Telekinesis [-1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.


does this seem like what you're looking for?

37
DFRPG / Re: Statting Up Worm Characters
« on: August 25, 2014, 11:31:55 PM »
Zion looks great. Beyond the unavoidably nonsensical things like the bottom of his skill pyramid, this seems like a really solid writeup to me. Well done.

38
DFRPG / Re: Hunger Stress Question
« on: July 31, 2014, 04:13:37 AM »
Wow. I'd never even considered that you only got the one set. In my RL game, we've been using one set per stress track. To me, it seems absurd that being PUBLICLY HUMILIATED (social consequence) makes me unable have my ARM BROKEN (physical consequence). I understand that they're gaming abstractions and all, but still.


Also, I just checked YS, and Sanctaphrax is right. Superb Discipline nets you an extra Hunger consequence.

39
DFRPG / Re: Hunger Stress Question
« on: July 30, 2014, 11:54:33 PM »
I was under the impression that every stress track came with it's own set of consequences, so I'm inclined to say yeah, you can get extra consequences from a high Discipline.

40
DFRPG Resource Collection / Re: Custom Power List
« on: July 27, 2014, 10:35:40 PM »
I liked the original Perfectly Consistent because it provided non-spellcasters with the kind of powerful, consistent stealth that you normally need a veil for, but the rewrite looks good.

41
DFRPG Resource Collection / Re: Custom Power List
« on: July 26, 2014, 03:33:19 AM »
I love it and would use it immediately. It makes ninja-type characters a hell of a lot more viable. Given my whole "incorrigible minmaxer" thing, that probably says a lot about the power. It does seem balanced, though; Imperceptible is probably a [-0] power, the other two are basically stunts.

42
DFRPG / Re: Teleports and Hearthstones?
« on: July 19, 2014, 12:11:16 AM »
Canonically speaking, realspace-to-realspace portals with no Nevernever in between are pretty hard. You need to be Queen of Faerie-level or above to make one.

However, that's dull and not at all helpful to your game, so ignore it. I'd say that the Worldwalking magic of the stone chip is so powerfully attuned to the stone circle that it forcibly alters the local Nevernever into a Way that leads directly back to the circle.

A Thaumaturgic ritual is the way to go, here. If I were you, I would have him attach about 10 shifts of Worldwalking to a Sticky aspect like SEVEN HEARTHSTONES or something, and just say that you gave them to seven people. That way, the heartstones can be activated by tagging the aspect for effect, they can be re-activated by Fate Points (the stone has "recharged"), and you can use Compels to keep them from working (the stone doesn't have enough charge).

43
DFRPG / Re: Rituals: Potions vs. Straight Up Thaumaturgy
« on: July 16, 2014, 07:41:21 PM »
I'd allow you to do rituals like the super, super SUPER SUPER COOL ONE that Taran just described with Crafting. However, because Crafting isn't a Thematic thaumaturgic specialization, you technically can't, but that's easily solved as saying that your Thematic Thaumaturgic Specialty is Crafting (i.e. scion of a forge god).

44
DFRPG / Re: Rituals: Potions vs. Straight Up Thaumaturgy
« on: July 16, 2014, 06:07:53 PM »
Thanks for all the responses, so far.

The "double Lore" limit actually does help (and make sense)... since in that case "pure thaumaturgy" would be able to create effects which is out of the reach of a potion.

The example from my run is that the ritualist created a potion that would change the surface of any metal dunked in the potion to silver for a short period of time.  (This was not actually used to create silver bullets... it was used to create surgical tools that would actually work on a creature with Inhuman Toughness.)

Maybe I am being a little to "flexible" on the definition of a potion?  If potions are only able to be imbibed and must target the imbiber with the effect... then that would limit the flexibility of the types of things a potion could do quite considerably.  It makes sense... I just don't remember reading anything to that effect.

The only other house rule I can think of is that I could force potion makers to pay for the "shelf life" of the potion as well as the "duration of the potion's effect".  I would be less worried about the flexibility of potions if for some reason potion making was inherently less "efficient".
How flexible you want to be on the definition of "potion" is between you and the player. Them taking Ritual:Potion versus Ritual:Crafting sounds like they meant for the character to be restricted to the type of potion that you drink, but hash it out with them if only to avoid confusion and make the limitations clear.

I don't think you should make them pay for how long the potion is effective, especially if they're Declaring potions into existence.

45
DFRPG / Re: sponsored magic
« on: July 14, 2014, 02:39:47 AM »
were is the rule that allows GM to do it.
Self-Sponsored Magic debt is handled the same way that normal Sponsor Debt is handled. The actual power is below.

SELF-SPONSORED MAGIC [-Varies]
Description: Either you’ve studied a branch of magic long enough to understand and use it intuitively, or you’re a being of such singular power that a unique form of magic emanates from you.
Skills Affected: Conviction, Discipline, Lore, others.
Effects:
Self-Sponsored Magic. This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.


As it says, they're linked to your Aspects and are treated like normal Compels. However, as someone (I think it was Haru) said earlier, it might also involve themes of the magic itself- Self-sponsored Wards Magic would Compel you to be cautious and defensive, Shadow Magic would Compel you to be sneaky and deceptive, Fire Magic would compel you to be energetic and chaotic, etcetera.

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