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Messages - killking72

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DFRPG / Re: Sponsored Magic Debt
« on: October 21, 2015, 02:18:35 AM »
What I can remember is that you can always use your sponsored magic, but any self inflicted consequences take on the nature of the sponsored magic. I don't think that your sponsor has to OK every time you use the magic. Now what I know you have to get an OK on is taking a sponsored debt. The reason I like the idea of sponsor themed consequences is that the sponsor can compel you to do things through the consequence you took along with compels through debt.

2
DFRPG / Viability of Vanilla Mortals in a Multiple Wizard Game
« on: June 13, 2015, 10:59:21 AM »
For the past 3 years I've been the exclusive heavy hitting wizard in our games. Recently I decided to change it up so I created a van helsing type vanilla mortal for our submerged game. I'm just having a really damn difficult time making the adjustment. I'm curious about what the place of vanilla mortals is in high refresh games. I understand that stunts are really good and in messing around with it I've found some really broken combos with guns, but nothing even relatively close to magic. Is their place in the game to just be a jack of all trades or put all stunts into a skill and make them insanely good at that  one thing thing? It all seems kind of useless when I could've easily done some thaumaturgy or made potions and boom.

How do you make useful vanilla mortals in high refresh games?

3
DFRPG / Re: Request A Character
« on: June 13, 2015, 07:05:37 AM »
I don't really need aspects, but I'd like to see how you'd make basically a modern day van helsing who's working for the super top secret government paranormal agency and compare it to mine.

4
DFRPG / DFRPG MIB Theorcrafting
« on: June 07, 2015, 05:08:31 AM »
When butcher was asked the question of is the US government aware of paranormal beings he said "well someone disappeared the loup garou tape". This gave me the inspiration to make basically a MIB agent. The only confusion I have is trying to flesh out this really secretive organization. Like under what part of the government is it, what're their motivations, how the operate. Any other ideas are welcome.

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DFRPG / Re: Refresh costing a limited teleport
« on: May 22, 2015, 07:50:25 PM »
You could also just have the person thematically make a hat with the power "demense". Just use thaumaturgy to effectively give the PC demense for -2 refresh (my group does double refresh + duration) and then one shift for each spot on the time table.

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DFRPG / Re: The New Soulfire Refresh Cost
« on: May 22, 2015, 12:28:54 AM »
EDIT: Actually, on second thought it's not so bad from a balance perspective. No discount means more items, after all, so it's basically a mandatory Refinement.
Are you talking about when you take a sponsored magic at -4 because you don't have evocation or thaumaturgy you get 4 FI slots?

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DFRPG / Re: The New Soulfire Refresh Cost
« on: May 21, 2015, 11:54:45 PM »
Well here's the curious thing about it being -3. Back on page PP 248 (right side 4th paragraph) it says if you want to be a practitioner with ritual, channeling, and a sponsored magic, then that'll be -8 refresh. That's all fine and dandy. -2 ritual, -2 channeling, and -4 for generic sponsored magic. Then right below that it says if you have soulfire instead of generic sponsored magic then you'll be at -9 refresh. -2 ritual, -2 channeling, and -5 for soulfire.

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DFRPG / The New Soulfire Refresh Cost
« on: May 21, 2015, 11:18:47 PM »
I have a couple questions that I haven't been able to get a consensus on.

1) Do multiple sponsored magics all get the +2 bonus from having evocation and thaumaturgy

2) Is Soulfire secretly still -5 refresh?

2a) Is soulfire being a "-3 refresh sponsored magic "(PP 251) before or after said +2 bonus from evocation and thaumaturgy, or does it even get the bonus at all since on PP 251 it doesn't say you get a bonus by default.

2b) The book says "you can't even take it[soulfire] if you don't have some kind of mortal magic to begin with"(PP 251). So what happens if you have only evocation or thaumaturgy which is "some type" of mortal magic? The book says it's a -3 sponsored magic, so would the cost go up to -4?

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DFRPG / Re: Fighting While Hidden
« on: March 08, 2015, 10:11:01 AM »
Couple of ways to do this.

1: The initial go of combat I would let the people use the strength of their veil as pretty much their roll for stealth like other blocks. ex. Generic Magical block 5b gives you 3 shifts, so that's all you get.
So 1 is an extremely powerful way to go about it

2: Now for doing the maneuvers or subtle actions like you said. The aiming or any other roll that requires you to see the target, you either have to take the -2 from the veil or the mage has to have that in his veil cost. People wanting to throw stuff out of your veil should be allowed as long as it isn't major (see Changes). Attacks would still take down the veil. I think the only way to balance attacking out of a veil would be this example.
ex. You want to throw a rock with weapons value 0. You lean back to toss the rock and roll (effective 5 aim). The mage has to roll discipline to keep the veil up against those shifts since the act of throwing it would disrupt the veil unless he could control it. The reasoning is because you cant underhand toss a rock and expect to do any damage so you really have to wind up and chuck it. Whole body moving for the chuck could disrupt the veil.

3. Attack skill modified by alertness makes sense. BUT I wouldn't make the shifts added by alertness add into extra damage. Just use it for figuring out if the veil is down or not.

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DFRPG / Re: What do your wizards do for a living?
« on: March 07, 2015, 09:48:39 PM »
Stock broker wizard that uses divination to make some money

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DFRPG / Paranet Papers
« on: February 04, 2015, 09:11:08 AM »
I didn't see anything posted here, but JediTigger from EvilHat posted on the DFRPG subreddit. Apparently the only thing left is indexing and to get Jim's blessing. Also an update to spellcasting, and it includes the books/side stories from changes up to ghost story
https://www.reddit.com/r/DresdenFilesRPG/comments/2upmii/paranet_papers_is_practically_done/

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DFRPG / Re: Self-compels vs "just roleplaying"
« on: January 17, 2015, 09:40:46 AM »
I think it's really fun when you actually get into the character and don't have to rely on compels. Most of the session I've done recently since we've figured out just about everything the character does ends up with us getting fate points on compels, and also general good roleplaying that ends up giving us laughs or complicating things. I think FATE is much better off being free form playing instead of being some FP nazi GM requiring only the GMs compels to get FPs.

13
DFRPG / Re: Radiation and Vampires
« on: December 20, 2014, 06:59:20 AM »
Well I'm just going to mention this about radiation doses. Mild to severe doses (10-80 xrays worth of radiation) wont cause symptoms until 6 hours for mild doses to 1 hour for high doses. Wizards and other things that mend wounds wouldn't be affected much by the later symptoms of radiation sickness because they would be able to heal the DNA/other molecules in their body neigh perfectly. http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/symptoms/con-20022901

Also don't forget that one of the most radioactive places on earth only gives off about 2mSv/hr which in beta radiation would take about 500 hours next to it to give you 1Gy of radiation. That's enough to give you a headache if my math is right. Unless it's some weird ass place in the never never I wouldn't touch stuff with radiation because either it's not enough radiation or matter, or it's enough radiation to kill your PCs if you wanted to keep it kind of real.

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DFRPG / Re: Law Talk
« on: December 20, 2014, 06:33:15 AM »
I lean toward the idea that the First, Second and Fourth are about free will, and probably necromancy too...it's the part that enslaves souls that seems problematic.
I think this is the most correct way to look at it. The general idea of the laws is that you're using your magic to destroy the free will of another human, and that's why killing vampires, humans enthralled by people, fairies, etc, isn't really that bad because they don't have free will anymore. Traveling against the currents of time essentially destroys the decisions made by people with free will in the whole timeline you just made split off. Enthralling(4), killing(1), and destroying someones mind(3) all make it now unable for a person to make decisions.

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DFRPG / Re: recovery of additional consequence slots
« on: October 31, 2014, 06:21:14 AM »
It also works the same when shapeshifting. Say you shapeshift into a bear that has an extra mild consequence. You take both mild consequences and shapeshift back. They will both be healing. Say you only take the extra physical consequence your bear form gives you. It stays on your bear form until it recovers.

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