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Topics - MWKilduff

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DFRPG / Modular abilities and the catch
« on: March 11, 2012, 05:31:05 AM »
Ok, so I have an experienced player who is doing modular abilities.  We have covered the different supernatural stunts it can copy.  However we have run into another snag. Toughness powers give you a catch that reduces the cost of all toughness powers.  Since toughness powers are usually stationary it is not a problem.  However for someone who can switch between toughness and recovery it feels like they are getting the catch points twice.  I mean toughness is an in combat power and recovery is in general an out of combat power.  It feels like they should not get the +3 catch applied both times when the points are moved around.  Ei, in combat supernatural toughness for 1 point and out of combat supernatural recovery for 1 point seems over powered. Opinions or solutions?

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DFRPG / I need opinions on my PC's
« on: February 23, 2012, 12:31:21 AM »
My group has a few characters that I wanted to get some opinions whether or not they are built right and if there are any pitfalls I should beware.

Supernatural Shaolin Monk (Submerged)
High Concept: White Crane Style Master
Trouble: Don’t Mess with the Qi
Aspects: Those without balance strike 1st
Never lost a fight
Liaison to the White Council
Red Court Vampires… They don’t like me so much!
Odd Man Out

35 points in Skills: Conviction +5
Fists and Athletics +4
Discipline, Endurance and Might +3
Lore, Presence, Stealth and Alertness +2
Survival, Empathy, Scholarship, Contacts and Resources +1

Stunts and Powers: -1 Guide my hand
-2 Inhuman Speed
-1 Inhuman Toughness (True Magic)
-1 Martial Artist
-1 Lethal Weapon (fists = weapon 2)
-1 Redirect Force
-1 Armed Arts (san jie guen: tri-section staff; ta mo cane: cane)
Base Refresh 10 Adjusted Refresh 2

Changling (Submerged)
High Concept: Agent of the Rogue Court
Trouble Aspect: I Serve Two Masters
Aspects: Broken but not beaten
I’m a real wyld one
No one knows my name
Lines are meant to be crossed – or not…
All the right friends in all the wrong places

35 points in Skills: Deceit +5
Guns and Burglary +4
Alertness, Contacts and Athletics +3
Weapons, Stealth, Investigation, Endurance and Conviction +2
Discipline, Lore, Presence, Resources and Fists +1

Stunts and Powers: -2 Glamours
-4 True Shapeshifting
-1 Supernatural Toughness (Cold Iron Catch)
-2 Inhuman Speed)
Base Refresh 10 Adjusted Refresh 1

White Council Wizard (Submerged)
High Concept: Warden of the White Council
Trouble: Dad’s got enemies
Aspects: My Life is Magic
Never Again
All roads lead to truth
Duty before all else
Don’t fear the reaper

35 points in Skills: Conviction and Discipline +5
Lore and Endurance +4
Weapons and Athletics +3
Alertness, Presence, and Contacts +2
Scholarship, Survival, Investigation, Resources and Intimidate +1

Stunts and Powers: -3 Evocation
Elements: Earth +1 Power +1 Control, Spirit +1 Control and Water
-3 Thaumaturgy
Biomancy +1 Control
-1 The Sight
0 Soulgaze
0 Wizard’s Constitution
-2 Refinement
Base Refresh 10 Adjusted Refresh 1
 
Magic Items
Mother’s Ring (Focus)
   +1 Control Biomancy
Warden Sword (Enchanted Item)
Staff (Focus)
   +1 Offensive Control, +1 Power to earth Evocations
Trench Coat (Enchanted Item)
   Armor 3   3 uses/session
Stimulant (enchanted Item)

Spell List
Earth Spells
   Earth Glaive (Rote)   Offensive Attack
      Power: 7   Weapon: 7   Duration: one action
      Control: Roll Disc + Focus + Spec      Target: Up to 7
      Opposed by: Athletics
   Shockwave   Offensive Maneuver
      Power: 5   Effect: 4   Distance: +1 (2 Zones)
      Control: Roll Disc + Focus + Spec      Duration: 1 Exchange
Opposed by: Athletics   Applied Tag: Prone
   Golem Fist (Rote)   Defensive Maneuver
      Power: 7   Effect: 5   Duration: +2
      Control: Roll Disc + Focus + Spec      Duration: 3 Exchanges
      Opposed by: Might   Applied tag: Immobile

Water Spells
   Entropy Shield   Defensive Block
      Power: 5   Effect: 4   Duration +1
      Control: Roll Disc + Focus + Spec      Duration: 2 Exchanges
      Acts as a Block 4 or Armor 2
   Entropy Whip   Offensive Attack
      Power: 5   Weapon: 5   Duration: one Action
      Control: Roll Disc + Focus + Spec      Target: Up to 5
      Opposed by Athletics
   
Ice Storm   Offensive Maneuver
      Power: 5    Effect: 3   Distance: +1 (2 Zones)
      Control: Roll Disc + Focus + Spec      Duration: 1 Exchange   
      Opposed by: Athletics   Applied Tag: Blind
Spirit Spells
   Veil (Rote)   Defensive Block
      Power: 5   Effect: 4   Duration: +1
      Control: Roll Disc + Focus + Spec      Duration: 2 Exchanges
      Opposed by: Alertness      Applied tag: Invisible
   Spirit Shield   Defensive Block
      Power: 5   Effect: 4   Duration +1
      Control: Roll Disc + Focus + Spec      Duration: 2 Exchanges
      Acts as a Block 4 or Armor 2
   Spirit Shard (Rote)   Offensive Attack
      Power: 5   Weapon: 5   Duration: one action
      Control: Roll Disc + Focus + Spec      Target: Up to 6
      Opposed by: Athletics

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DFRPG / New Orleans a city of Change (my PCs stay out please)
« on: February 19, 2012, 04:12:45 AM »
I am running a rather dark game for my PC's that is going to set most of their teeth on edge and hopefully inflame their passions.  I was hoping to gather some outside ideas of dark situations and scenes to have my PC's experience.  I am going to have some civilians die due to incompetence and some of these are seriously innocents such as children.  But I want a real world feel, so variety is going to drive home the dark feeling best.  Please put forth some deeply dark ideas.

4
DFRPG / Templates for Songs and Themes
« on: August 11, 2010, 01:16:14 AM »
I was interested in coming up with some unique templates and such.  What do ya'll think of a themed character?  A template that is based on "Blaze of Glory" Bon Jovi or "Dirty Deeds" AC/DC.  Just something that you could build into a character with a completely themed concept.

5
DFRPG / Refresh for Extra Skills
« on: August 01, 2010, 10:44:53 PM »
If had a character that wanted to purely rely on skills in a game what would you say is a fair rate?  -1 Refresh = how many skill points?  Minus how many Refresh to increase the skill cap?  I guess one final question slightly out of line with the previous questions.  Minus how many Refresh to increase the number of aspects on a character sheet?

Or, is this really out of line with the game mechanics?

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DFRPG / Smart Spellcasting and Tags
« on: July 28, 2010, 02:13:25 AM »
I wanted to throw out some ideas that would help anyone playing with the spells and their affects.

I designed a wizard that is going to be playing with enchanted items instead of focus items.  I am doing this so that it is more difficult to determine what my character would throw around as spells.  Versatility is key to keeping reoccurring bad guys from figuring out any weakness your character has and exploiting them.  A good example is the flame thrower that was used to damage Dresden's hand.  I do not want to mention any more so I do not spoil anything for others here.  So, here is the example.

Lightning Ring Weapon 4 (maxed due to my lore)
3X's/Session (2 Slots)

Ring of Watery Blast Weapon 4 (maxed due to my lore)
3X's/Session (2 Slots)

So, for all intents and purposes I figured with the 2 rings and a rote attack spell I have 3 easy to use attack options that will allow my character to bring forth the pain.  This will minimize the mental stress taken by my character, and allow me to have 3 diverse rote spells for blocks, maneuvers, and the like.

With these 2 items as my example I was thinking that I could use the Watery Blast Ring 1st and then Tag the drenched aspect of the character to increase the damage or make the hit easier of the Lightning Ring.  Opinions and suggestions, or your spell and magic item combos would be appreciated.  I look forward to seeing everyone's ideas.  I have been reading this forum for a while now and I have to say I am impressed with the level of knowledge and sneakiness, so have at it!

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