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Messages - bobjob

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316
DFRPG / Re: Lord Raith: Lawbreaker?
« on: February 16, 2011, 10:36:11 PM »
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I'd go with Richard on this one.  Mab calls Thomas "mortal" (in respect to love), so it goes back to the man v. monster debate (the whole point of refresh)- Lawbreaker would bring him closer to monsterhood, and his refresh approaches that as well.

Mab said he's mortal enough to be the Winter Knight because he can love, and that was good enough for her. Who knows how that would imbalance things for the Winter/Summer War.

Here's an interesting question: Say, Marcone hires a mortal wizard who has no problem breaking the Laws of Magic. Would the White Council invite an act of War by trying to enforce their own laws on a Signatory of the Accords, or do you think that would fall to the Blackstaff to deal with?

317
DFRPG / Re: Gun Stunts
« on: February 16, 2011, 10:20:19 PM »
Alternately, you could do this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you do not gain the -1 from the Supplemental action for drawing your weapon and firing in the same round so long as you do so on your Initiative. As a matter of fact, you gain +1 to your roll to hit for the first round only.

The way I see it, you're changing the alertness trapping and then giving a 2 shift effect. Maybe that is OP though, I dunno.

318
DFRPG / Re: Gun Stunts
« on: February 16, 2011, 09:44:49 PM »
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Rename Han Shot First.

Where is my Like button? Damnit, I'm not on Facebook.

319
DFRPG / Re: Gun Stunts
« on: February 16, 2011, 08:46:43 PM »
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The problem with that version of Gunslinger is that there is already an Alertness Stunt (On your toes) that gives a blanket +2 to initiative. Which is why I limited the Bonus to Handguns but add an Attack Bonus to compensate for the restriction.

Ok then, how about this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you gain +2 to your initiative for the first round of combat.

320
DFRPG / Re: Gun Stunts
« on: February 16, 2011, 07:40:52 PM »
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option 1: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat and +2 to your attack roll. In subsequent rounds this drops to +1 Initiative and +1 to your attack.

option 2: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. In subsequent rounds this is replaced by a +2 to your attack.

Trick-Shot Artist[-1]; Your ability to perform incredible feats of shooting is more than legendary; You may use Guns to perform Maneuvers or Declarations that place Aspects on a target and in addition you gain +2 to Guns for the purpose of such maneuvers.

Options 1 and 2 are OP when you consider the rules for Mortal Stunts starting on YS148. It's almost like you're combining two Mortal Stunts together for the full benefit instead of using the rules for combining stunts to get half benefit.

Here are a few examples what trappings can do that seem to be in the same vein you're looking to go:
Give a +1 to attack, improving accuracy under a specific circumstance. (Example: Target-Rich Environment)

Give a +2 to an attack's result, applied only if the attack was successful, under particular conditions (Example: Lethal Weapon)

Combine any two of the 2-shift effects from above at half value (Example: Scene of the Crime)

Get a more powerful effect, but only when you spend a fate point and usually only allowed once per scene (Example: Killer Blow)

I would rework Gunslinger like this:

Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat.

Also, there is a Trick Shot Artist (Guns) trapping that Marcone has on OW189. Here it is.

Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc. (Particularly effective when used with Taking Aim).

321
DFRPG / Re: Gun Stunts
« on: February 15, 2011, 09:12:09 PM »
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Just an aside...my group is converting Shadowrun to Fate, and the Mortal Stunt level we put for exchanging refresh for skill points was actually only at the 1:1 level.  This mostly was used for mid-level cyberware that definitely was not reflected by powers.  In our SR to Fate, Wired Reflexes definitely called for Inhuman Speed, but Reaction Enhancers or Muscle enhancements just boosted a skill like Might or Athletics.

Anywho, we decided 1:1 was fair because the bonus to the skill "broke" the skill tree/pyramid

I kind of dig that reasoning. I'm going to have to play around with it a bit.

322
DFRPG / Re: Lord Raith: Lawbreaker?
« on: February 15, 2011, 09:05:21 PM »
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We're not talking about the White Council's laws, we're asking if he should get the Lawbreaker stunt.

I'm pretty sure one begets the other, but I'm going with no. He's not mortal and not subject to the laws of the White Council (although the Evil Eye Cult he supplied the ritual with would be subject to those Laws and Lawbreaker stunts, which I believe they gave Madge Shelley). I also agree with Koffeykid's reasoning as it is also my own understanding of the source material. Rituals such as what Lord Raith and the Evil Eye Cult did are similar to magic vending machines. You put in the offering and the intent and in return get the power. That's the reason the White Council tries to publish new rituals, since it makes it harder on the being supplying the power and you end up getting weaker results or no results at all.

Side Note: In Back Up, since Lara and Thomas are Venators, do you think that Lord Raith may have used knowledge gleaned through that connection to get his ritual and maybe even his anti-magic shield that seems to be supplied by He Who Walks Behind?

323
DFRPG / Re: FATE style Star Wars
« on: February 15, 2011, 06:22:37 PM »
I've been throwing around this idea since I got the Dresden Files RPG core books. Everything seems like it would be easy enough to do, just have to work out a few mechanical problems with the Force.

Personally to me, if you think of the Force as neither good nor bad and all Force users the same, you don't need to change any mechanics for most abilities, just use Evocation rules. Just like all Wizards in DFRPG use the same skills to do the same things (whether for good or evil), the Jedi and Sith are the same way. Sure, they choose not to use certain abilities because of their code, but there have been exceptions to that rule, specifically Sith Lightning and the ability Electric Judgement used by a Jedi Council member. Both do the same thing, you just come at it from different points of view. You can even use Thaumatury rules for certain meditative abilities.

Personally, I don't like the idea of using Refresh to denote whether you are light side or dark side. Use aspects for that since it's more of a philosophical view point. It seems like you're trying to draw too much from WEG Star Wars, but Fate doesn't really work in that light exactly. Set your Refresh level and have to leave at least 1 Refresh for whatever your level is. Changing those rules just seems like a way to complicate things.

324
DFRPG / Re: Nominate Some Nitpickers
« on: February 14, 2011, 10:45:03 PM »
I've only been on the forums for a few short weeks, but there are three posters that I've found the most helpful when constructing my game. I vote for:

devonapple
Sanctaphrax
bibliophile20


325
DFRPG / Re: DFRPG Character Creator/Manager
« on: February 14, 2011, 06:42:27 AM »
I'm digging it so far for creating NPCs (at the time I started using it, my group had already created their characters).

I'd suggest a few things.

1. If a character has any armor from powers/equipment/stunts, I'd put a location probably under stress to show that.
2. Same with weapons
3. Since the character sheet has a separate Powers page, I'd suggest listing the description of what the powers do. The powers list the trappings of each ability, but you'd need a book handy to look it up.

My suggestions stem from my inherent laziness and are by no means game changers. I love this program so far and have used it to stat out the NPCs for my first big session.

326
DFRPG / Re: Guest List For A Vampire Ball
« on: February 13, 2011, 05:27:37 AM »
From the suggestions so far, I'm getting the feeling that your campaign is set in Chicago.

I would suggest this is a great time to introduce new power players that will probably come into play later on.

RC - Ariana is good, although I'd personally branch out. Since it's an advancement function, you'll certainly need someone higher up the food chain, since the way I understand it, the newly advanced needs to feed on blood from a higher up.
WC - You'll probably need a head of a local house or one of their heirs. Maybe even a daughter of the King.
BC - If there are any in the region and have ties to the RC like Mavra did with Bianca, I'd throw them in just for the creepy factor.
JC - A lower functionary. I don't imagine JC has much of a power base in the States.
Fae (Summer/Winter/Spring/Autumn as applicable) - A Sidhe or a Knight. Maybe even one of the Ladies
White Council - Since at 7 months before Changes the war is still in full effect, I would probably skip this one
Freeholding Lords - Any of the Freeholding lords you want to introduce into your campaign. By Freeholding, I mean Drakul, Marcone, etc.
The other Gods - Representatives of Vadderung, Ra, Shiva, etc. Maybe one or two forgotten gods similar to how they did things in American Gods.
Denarian - If you can work up a reason why one would be there, go for it. They seem to be the type who would only go if it suited their goals to do so.

327
DFRPG / Re: Evocation veil that targets social stress
« on: February 11, 2011, 07:20:09 PM »
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As a maneuver, my real quick now is

Question, not quick.

I've also been thinking of some photomancy evocations that would create quick holograms to confuse people. The illusions themselves wouldn't be created in the mind of anybody, thus hopefully breaking no laws, but instead would just be a quick way to throw up a veil that works like Faery Glamours.

Any thoughts on that?

328
DFRPG / Re: Evocation veil that targets social stress
« on: February 11, 2011, 07:15:16 PM »
As a maneuver, my real quick now is: Would you tag this for effect or would you tag this for a +2 to a social roll. My thinking is that if the maneuver hits, the effect is already there.

329
DFRPG / Re: Evocation veil that targets social stress
« on: February 11, 2011, 07:01:12 PM »
Invisible Clothing
Type: Spirit Evocation, Maneuver
Power: Three shifts to place a maneuver, one shift for persistence.
Control: Roll Discipline plus appropriate specializations and focus items
Duration: One exchange
Target: One creature
Opposed by: Target's Athletics
Effect: Places the sticky aspect "Birthday Suit" on the target by rendering the target's clothing invisible, which can be tagged in Social combat.

330
DFRPG / Re: Evocation veil that targets social stress
« on: February 11, 2011, 12:45:54 AM »
Yeah, obviously the spell won't effect everybody. There is a pretty big subsection of big nasty creatures this spell would be useless against, but I think it's a pretty fun and innovative way to use a spell to create a social attack on the people it will effect.

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