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Topics - ZMiles

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DFRPG / Hostile environments
« on: February 06, 2012, 07:46:37 PM »
So it seems like my PCs are about to head off into the open plains during a massive snowstorm. I'm wondering, how best to RP the effects of cold and such? I'm thinking of treating it as sort of a physical attack on the characters every few rounds, with warm clothes functioning as armor. Does that sound right?

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DFRPG / Chess track (Elo rating thread)
« on: October 14, 2011, 09:51:24 PM »
A game I'm trying to start is based heavily around a chess match. Knowledge of chess will thus be something that is at times helpful (or harmful) to the players, so in their bios, I'm going to ask for the character's Elo rating if they play.

From Wikipedia, Elo ratings correspond to skill level according to:

RATING      SKILL LEVEL
2851          Highest rating in history (Garry Kasparov)
>2600   World Championship contenders (the NPCs are in this range)
2400–2600   most Grandmasters (GM) and International Masters (IM)
2300–2400   FIDE Masters (FM)
2200–2300   FIDE Candidate Masters (CM), most national masters
2000–2200   candidate masters, experts (USA)
1800–2000   Class A, category 1
1600–1800   Class B, category 2
1400–1600   Class C, category 3
1200–1400   Class D, category 4
1200-0100  novices
0100           Minimum possible rating

Logically, a high Elo rating should be correlated either to a good Scholarship score, a good score in some other category with an appropriate stunt (i.e., a high Performance score for a character who is able to throw opponents off with acting), or other stunts (like 'Chess Prodigy' or 'Extensive Training.') I'm not sure how to try mapping these, though; a 2-refresh stunt 'Chess Genius' should give more Elo points than a 1-stunt 'Talented at chess,' and a 5-scholarship character should have the possibility of being much better at chess than a 2-scholarship one (all else being equal) but I'm not sure by how much.

Does anyone have experience trying to map a rating system to DFRPG, or any ideas on how best to do so?

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DFRPG / Statting: Big Daddy
« on: June 20, 2011, 03:34:08 AM »
My thoughts on how to stat a big daddy:
(And this is my first time statting anything beyond basic soldiers, so beware, novice at play:)

Bouncer:
(These are the big guys with drills)

Physical: OOOOOO(OOOO)
Social: OO
Mental: OO

Powers:

Hulking Size [-2]
Aquatic [-1]
Claws [-2] (The drill)


Stunts:

Drill Dash [-1] : You can initiate grapples up to two zones away. Furthermore, pay a fate point and, if attacking during the grapple, the attack is made at +3.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
  • : Because of the above brainwashing, you may only pay off at most two compels per session.

Welder [-1]: Your duties include making sure that Rapture stays watertight. Craftsmanship rolls are made at an additional +2 when building or working on actual buildings (fixing support beams, etc.).

Rosie:
(Big guys with grenade launchers)

Physical: OOOOOO(OOOO)
Social: OO
Mental: OO

Powers:

Hulking Size [-2]
Aquatic [-1]
Breath weapon [-2] (The grenade launcher)


Stunts:

Canon-ical attacks [-2]: You obtain +2 when using cannons or other large-projectile type weapons.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
  • : Because of the above brainwashing, you may only pay off at most two compels per session.



Alpha series:
(Human-sized, can use plasmids)

Physical: OOOO(OO)
Social: OO
Mental: OO
Hunger: OOO

Powers:

Aquatic [-1]


Stunts:
Inhuman Toughness [-2]: Catch is magic/hexing (+1).
Plasmid power-ups [-4]: You can use plasmids, unlike your kin. Choose two of the following:
   Incinerate (weapon: 2, fire element)
   Telekinesis (+2 athletics when dodging projectiles larger than a bullet and smaller than a large human body. If you make the athletics roll, you are 'holding' the projectile and may toss it back at the enemy or use it in some other way).
   Electrobolt(weapon: 2, electric element)
   Winter blast (Roll weapons at +2 to use; does no damage but a successful attack paralyzes enemies for one round)
Rage mode [-4]: You are bonded to one person. When that person is in danger, you may invoke the following powers:
   Inhuman Speed
   Inhuman Strength
   When the scene is over, roll Hunger based on the costs of the powers you invoked.
Rage out [-1]: If that person you are bonded to dies, take an Extreme Consequence to avoid dying or falling into a coma. This consequence cannot be removed until you are bonded to another person, a long and painful process.

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DFRPG / Assassin warlock
« on: June 14, 2011, 05:00:03 AM »
I've been considering an NPC idea for a game I'm running as such: he has the bare minimum stunts/powers to enable him to magically kill people, and no other abilities that cost fate points or refresh. This saves his FPs so that he doesn't go down to 0 refresh from taking Lawbreaker and so that he can pay off the various compels from his Lawbreaker aspects (so he can be an assassin without going full on Omnicidal Maniac). He doesn't break any laws besides the 1st (although he's broken that one innumerable times before the game even starts), and has no magical ability besides the powers that let him kill people.

* Is this viable in a Chest-Deep game? In submerged?
* What combination of powers, if any, would let him accomplish this? Is there a set of evocations or something that actually have a strong possibility of killing, say, a baseline human, without costing more refresh than he could have? What about a stronger character, assuming he got an ambush (i.e., roll 0 to defend)?
* Assuming he weren't actually targeting the PCs, at least at first, would it seem cheap to actually drop such a specialized character into the campaign?

(I know that NPCs don't technically need to have >0 refreshes, but I generally like mine to so they aren't overpowered relative to the main cast).

(And obviously I'm not going to introduce an NPC to just one-shot the PCs; that would be mean. But he might be a sort of Kincaid-like 'possible ally, but very scary' fellow).

5
DFRPG / Secret aspects
« on: March 31, 2011, 06:18:35 PM »
As a GM, sometimes I want my NPCs to invoke certain aspects that the players haven't assessed yet. Examples might include if an NPC has a Demonic Co-Pilot that the PCs haven't figured out yet, or if one of them is secretly a psychopath, or something. Normally, invoking implies that you declare which aspect you're using. Is it okay in some circumstances to say "My NPC is invoking his Trouble aspect" without saying what it is?

6
DFRPG / First law question
« on: March 17, 2011, 09:09:19 PM »
1. If someone shapeshifts themselves (like a werewolf or Hexenwolf), then kills someone using their new form, would this violate the first law? Is it in principle different from any other spell that sets up a non-magical death (like magically making a fire that burns someone, or a disease that kills someone)?

2. If the shapeshifting is powered by another entity (like a Denarian), would this entity shield from the first law consequences (since the laws only apply to humans)?

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DFRPG / Tagging own temporary aspects
« on: February 05, 2011, 08:15:38 PM »
Hey all:

I'm GMing a game on the board right now (Forced to Fight), and recently a disagreement arose between me and the players. The issue is whether you get a free tag on aspects that you put on yourself (naval-gazing aspects), like you would if you put the aspect on somebody else.

I'm against this, for three reasons:

1. When the book mentions tags, it does so specifically in reference to tags on other people/scenes (YS106). The book doesn't mention placing aspects on yourself at all until page 207, and even then, it doesn't mention tags. By contrast, when discussing tags, the context is on using aspects of other PCs, NPCs, and the scene.

2. Disallowing tags on your own aspects increases player interaction, since they can tag each other's aspects but not their own. Rather than a wizard giving him 'fireproof' and then tagging it to run into a burning building, for instance, maybe he gives it to another party member and then tags that so they can run through the building. Or the other player tags it, perhaps as part of a social attack ("Look, my friend's freaking fireproof, here. We can take anything you dish out.") Allowing the tags would let the wizard just do this all himself, which isn't as interesting.

3. Naval-gazing manuevers are almost always unopposed and thus very easy to place (YS207). It seems unbalanced to give people a free +2 bonus for a roll that is usually against a difficulty of 0. (I'd already said that I'd be willing to allow tags in cases where the aspect-placing rolls are opposed).

The player objected, saying that this defeats the point of placing manuevers on oneself in the first place, since they can't be tagged. He added that maneuvers on oneself also take up a round, and since tags usually have to be used soon after the aspects are assessed or created, this is a significant cost (so point 3 wouldn't apply). Finally, he said that the sections on YS 105 and 106, when thy refer to tagging other aspects, only exclude tagging the character's 7 major aspects (HC, Trouble, etc). I'd argue, though, that because the sections explicitly refer to the aspects of the scene, NPCs, and other PCs, and don't mention oneself, that those pages do not refer to any aspects that one has on oneself.

Does the forum have any wisdom on this issue?

8
DFRPG / Statting Light Yagami
« on: February 05, 2011, 07:17:47 PM »
As an experiment, I was thinking about how to stat characters from other series. Death Note came up, with its strong focus on True Names and also it's extremely intricate set of rules for using the titular magic notebooks.

(For those who haven't read the series: Light Yagami is a brilliant student who obtains the Death Note from a shinigami. By writing someone's true name in the Note and thinking of their face, that person will die. Light decides to use it to kill off major criminals, improve the world, and eventually become in charge of the world. When it becomes clear that someone is killing off criminals, the world's greatest detective, L, begins trying to find out who's doing it. Thus the series becomes a race between L to unmask Light and Light to find L's name and face. Other Death Note users, detectives, and Shinigami get involved, and it becomes a huge battle of wits. Wikipedia has a lot of info about it.)

I was thinking that Light would need to have super-high scholarship scores (number 1 student in Japan, and L's intellectual equal), high craftsmanship, and good social scores (rapport, presence, empathy). Probably also very high discipline and conviction too, given what he's doing.
The notebook would be an Item of Power. It can kill, obviously, and it also enthralls (it can take control of a subject's actions before death, within certain parameters), so that'd be Lawbreaker there. Light would probably also have a bunch of stunts redirecting various trappings to his Scholarship score.

Thoughts?

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