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Messages - DFJunkie

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316
DFRPG / Re: Compilation of Focus/Enchanted Items: Post Your Own!
« on: July 01, 2010, 04:50:41 PM »
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Though it's at least a 3 shift effect (4 if the Aspect's Sticky)

Not necessarily.  The book doesn't quote a difficulty for placing aspects on yourself, but it does say "an unopposed manuever roll is pretty easy."  Now, if I were the GM adjudicating this I'd probably call it a 1 shift effect since there's really nothing to overcome (it makes her less likely to make noise while moving, it doesn't affect anything outside of her character). 

As for making it sticky... I'd call that up to the user.  The whole "minor effort of will" thing Harry uses to end his effects, it exists as an aspect until she dismisses it.

317
DFRPG / Re: Compilation of Focus/Enchanted Items: Post Your Own!
« on: July 01, 2010, 04:39:08 PM »
Navel-Gazing Maneuvers on page 207 allows the character to place a temporary aspect on themselves.  Since the aspect (in this case Catfooted I suppose) can then be tagged for free I'd say it works mechanically.


318
DFRPG / Re: Oathbroken Wizard
« on: June 28, 2010, 03:24:18 PM »
Personally I'd say that any time a supernatural being breaks an oath sworn on their power it would twist one of their aspects, potentially even their high concept.  If the character eventually makes good on the oath, or is released from it somehow, the aspect could be changed back or more likely changed a second time to reflect the character's growth in the interim.

319
DFRPG / Re: Sample Stunts
« on: June 28, 2010, 03:13:51 PM »
Working Artist
You can use your Performance skill rather than your Resorces to determine your lifestyle.

Big Sale
Requires Working Artist
Once per session you can use your Performance skill to Buy Things or make your Money Talk. 

320
DFRPG / Re: How Many Scions Can You Make?
« on: June 28, 2010, 02:15:38 PM »
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And as a personal note: How would you "stat" a Black Court Scion (aka: Dhampir)?

How would they ever come into existance in the first place?  Blampires are dead.  Squick factor aside, I'd think they'd be incapable of sexual procreation.

Now, I can imagine some sort of ritual, ala Buffy, to essentially steal some of the power from a Blampire's demon and infuse it into a mortal, for later use against other members of the black court.  You could treat them like Scions in that the powers are heritable and similar to their supernatural "sire."

321
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 25, 2010, 02:45:46 PM »
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That being said, while I would probably go with your system for the most part, if not killing the opponent with magic will create problems for the character and they have an appropriate non-killing aspect, then I would still award the FATE point

Oh sure, in that rather unusual situation it would certainly be worth a fate point. 

In fact, I would say that any character with the word "wizard" in their high concept has an aspect that implicitly forbids them from breaking any of the rules of magic, and any time the characters abstention from lawbreaking substantially complicates their life it is worth a fate point.

322
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 25, 2010, 01:20:34 PM »
I never really considered giving mortal spellcasters fate points for not killing people with magic given that the "taken out" system gives total control (witin reason) of the defeated character's fate to the victor.  A compel is worth a fate point when it complicates a character's life, and since the character in question is free to engage in the conflict with all of their magical might there really isn't much of a complication.

On the other hand compelling a character with the appropriate aspects to turn that knock out blast into one that will spatter a hated enemy all over the wall is something I'd do.

323
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 25, 2010, 11:22:38 AM »
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I'd interpret at least some of the stuff Harry comes up with as potions, rather than mundane stuff.

Nah, when he and Thomas are attacked by the blampires at the beginning of Blood Rites Harry just busts a fate point to have the holy water balloons handy.  It's perfectly reasonable that someone in his position would have them in his car.

324
DFRPG / Re: Biomancy Question
« on: June 24, 2010, 09:50:19 PM »
Honestly I, as a GM, would allow a character with the Focused Practitioner (Biomancy) to buy the various Inhuman Whatever powers, with the fact that said practitioner has spent years tinkering with his/her body and reinforcing it with magic.  A good catch for toughness/recovery powers would be magic, as magical attacks could disrupt the enhancements.

325
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 24, 2010, 07:18:14 PM »
Holy Water, not so hard to get.  http://en.wikipedia.org/wiki/Holy_water#Use_and_storage

It's true that things like true love/hope/whatever are too uncommon to be considered for additional reimbursement.  In fact, since there's really no way to do all that much damage with true love (you can't exactly make bullets out of it) I'd say it would almost be worth less as a catch. 

On the other hand I am, as I write this, no more than one block from a Catholic church where I could procure several gallons of holy water quite easily.  Definitely enough to fill a supersoaker.

326
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 24, 2010, 05:44:02 PM »
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Think of anything that gives back Refresh as making certain kinds of Compels irresistable. That's probably the best way to look at it.

Then this should give Refresh back, since a BCV has no option to avoid taking damage from, say, being immersed in holy water.  The reason I'd say that this catch is worth a little more than others is the way it can be used.  Spraying entire zones with, for instance, acid risks harming your own people.  Dumping massive amounts of holy water around the place does not.  Additionally, a catch that prevents safe handling of some material, rather than simply permits that item to be weaponized for a normal attack is substantially more dangerous.

327
DFRPG / Re: Damage vs. Bypass: Expanding the Catch
« on: June 24, 2010, 05:30:58 PM »
Sorry, I'm not really following that.  A red court vampire chucked into a sunny court yard doesn't have the option to pay a fate point to avoid bursting into flame, it bursts into flame. 

328
DFRPG / Damage vs. Bypass: Expanding the Catch
« on: June 24, 2010, 05:21:22 PM »
I’m contemplating a houserule to add potential to the catch.  See, some creatures (Black and Red Vampires are the most common) suffer actual damage from contact with otherwise innocuous substances, such as sunlight and holy water.  Other types of damage simply bypass their supernatural toughness/recovery powers, such as wooden stakes for the Blampires (to the best of my knowledge they are free to handle wood to their cold dead heart’s content.) 

My proposal: if simple physical contact with a normally innocuous substance (such as holy water or sunlight) causes damage, +1 to the value of the catch.  This would also apply to things like cold iron or silver if they cause stress through contact in addition to their usual use (getting turned into weapons). 

329
DFRPG / Re: Question about Faerie Magic?
« on: June 24, 2010, 04:47:17 PM »
So the answer is really "practically anything, as long as you can justify it." 

330
DFRPG / Re: Crafting Foci
« on: June 24, 2010, 02:03:02 PM »
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Also, having items that grant you power is basically saying that the GM will take them away some of the time.

...which is why you take the Thaumonuclear Deathzooka as an aspect silly, that way the GM has to really work to take it away, and has to pay you fate points if he does.

If one of my players actually called something the Thaumonuclear Deathzooka I'd be tempted to allow it.

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