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Messages - Gatts

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31
DFRPG / Re: Greatest Martial Artist
« on: March 08, 2012, 07:48:41 PM »
This didn't really seem like making another thread for, but I have a question:
How would you guys represent a Three Section Staff, ruleswise? What kind of stunts could you use with one, what weapon rating, how would you represent the difference in use with various styles or grips?

32
DFRPG / Re: Greatest Martial Artist
« on: March 06, 2012, 08:47:03 PM »
Maybe this guy would be good inspiration.

That actually looks pretty close to what I'm going for, thanks. Might take footwork after all, and even use Redirected Force to disarm people with the staff.

33
DFRPG / Re: Greatest Martial Artist
« on: March 06, 2012, 07:29:10 PM »
I was thinking Inhuman Strength, Speed and Recovery for the freebies, but I really don't want to take more powers than that.

I'm having a lot of trouble coming up with characterful stunts though. Perhaps something that could work with a three section staff?

34
DFRPG / Re: Greatest Martial Artist
« on: March 06, 2012, 05:12:08 PM »
It's a fairly high refresh game, and we've all been given three Inhumans. Apart from that, I mostly want to make him with stunts though.

35
DFRPG / Greatest Martial Artist
« on: March 06, 2012, 03:29:19 PM »
Hey guys, I'm going to be playing a (mostly mortal) superhero in an upcoming game a friend is running with the DFRPG system, and I'm finding myself struggling with Fists stunts. Some of them seem obvious, but with Inhuman Speed the defensive ones seem almost pointless.

So, the point of the thread: If you were to make the greatest martial artist ever, with the DFRPG system, what stunts would you take?

Thanks in advance for the help.

36
DFRPG / Re: Stuck again. (Dmitri Chetsorgen stay out!)
« on: March 05, 2012, 07:06:46 PM »
I personally don't like the idea of impairing the players' abilities. For the Lovecraftian feel, I'd just build towards the feeling of hopelessness - like the best the characters can do is delay the inevitable. Of course, as GM it's really up to you.

37
DFRPG / Re: New Power: Force of Will
« on: March 04, 2012, 11:25:08 PM »
TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-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 blocks.
Telekinetic Self-Propulsion [-2]. 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.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.

From: http://www.jimbutcheronline.com/bb/index.php?topic=25794.165

38
Looking pretty good. At this rate every canon power will have a whole tree of options, Mutants and Masterminds style.

39
DFRPG / Re: Cleaning Up The Stunt List
« on: March 03, 2012, 11:24:50 AM »
Everything's looking great. (I actually read this and the custom powers master list very regularly, I'll try to post more.)

40
All changes sound good. I could see someone taking balance without leaps, but as balance was basically a stunt anyway I have no doubt those people will manage.

41
Kulan Do seems to start with what's just a stunt, and then has you making a maneuver, riposte and then an attack in one round. It costs four refresh, but three actions in one round still seems entirely insane. (I'm not including the cost of the required speed powers in that, because they most definitely give you your refresh worth).

As for Inhuman Balance, it could be worth going the Exalted Crane Style method (The Crouching Tiger Hidden Dragon ability), and make the user able to stand on things that shouldn't support their weight. There's more mileage in balance when you can run across things to weak to normally hold your weight, like the tips of branches, or telephone cables.

42
Did we ever talk about Kulan Do? Besides the lack of formatting and pricing, I thought general consensus was that it was imbalanced? I could be misremembering though. Also: Should the Rapture-Sword thing really be on the list? I'm sure it's not broken or anything, but it does seem to cost so much that it's a little pointless to have stats for at all. I'd personally just call it a plot device.

Inhuman Balance seems a little pointless, I just feel it doesn't do enough for the refresh. At present it seems to be a sort of absolute stunt, rather than a true power which is a pity because the concept is fun.

I'm sure there were some other things I was going to say, but I've forgotten them, I'll try to have another look through the list soon.

43
DFRPG / Re: Homebrew Stunts
« on: February 23, 2012, 11:39:23 AM »
Mostly it's a reskin of a Conviction stunt in YS, and I seem to remember a long argument back in... May? June? about whether uses of Social skills were allowed/viable in the middle of a physical conflict...
I think the criticisms of the other stunt was that it was clearly supernatural, nothing but your belief in something kept things away. I belief there were also criticisms on how well your faith keeps away thugs.
Since this is actually an active attempt to protect yourself, I don't see the problem.

44
DFRPG / Re: Homebrew Stunts
« on: February 20, 2012, 11:51:58 PM »
It was a common sense judgement rather than a balance one really, won't make a difference in my game at least but I guess if anyone else uses it they're free to drop that part.

45
DFRPG / Re: Homebrew Stunts
« on: February 20, 2012, 12:37:52 PM »
Athletics:
Traceur - Due to your practise of navigating the city on foot, and often at speed, you know every nook and cranny - on the streets and above them. You use Athletics for the Driving trapping Street Knowledge and Navigation. Though this gives you no skill navigating highways, you know how to cross the city on its rooftops.
Le Parkour (Requires Traceur) - Your ability to leap obstacles and scale walls makes travelling much quicker. When travelling on foot, your journey is two time increments shorter.

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