Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - benign

Pages: 1 2 [3] 4 5 6
31
Now go ahead and take that knowledge to a fight against the assembled Houses of the Court, and see how well you fare.

I'm not sure what you mean. I only meant to say that when you know the catch for one Skavis you know the catch for all of them, and likewise for Raiths. To me, that means their Catch is more widely available to be discovered than for someone whose Catch is unique to them. I would reflect that by offering a 1 pt refund.

There is a measure of table preference in this, as in many things in DFRPG, and I'm just tossing my 2 cents out there. I respect that you disagree, and I think your point of view is supportable. So agree to disagree time, I think.

32
Figuring out the White Court's Catch isn't good enough, though, if you don't have personal knowledge (aka +0) of the WCV in question to know its particular feeding habits.
ie.  Going into your arcane library to research the White Court might (and that's a very big 'might'), for instance, tell you that many WCVs are susceptible to True Love, but that likely won't help you if you're facing off against a Skavis.

But I think it would be likely to tell you that Skavis are vulnerable to hope, and Raith to love. You could adapt your tactics from there.

I mean, knowing a BCV vampire is vulnerable to sunlight doesn't help you against them if you think they are a zombie, but that isn't "personal knowledge" in the same way that the Nicodemus example was. I guess another way to say it is to exploit a Raith's weakness you don't need knowledge of what makes them, personally, a different being unique from every other creature in the world. You just need to know how his species works. With Nicodemus you really need to know quite a bit about the man/demon himself.

33
I like the perspective about how well known (or not) these things actually are in the Dresden verse, although the White Court weakness and the existence of the Jade Court still trike me as worth +1. The guideline for that price level is, if I recall, something like you need access to an arcane library and the know-how to research it, which is very much like Dresden going and asking Bob for the 411. A +0 refund catch is more like Nicodemus' noose, which as far as we know Harry is the only person in the world to figure out, and even he had to figure it out over the course of struggling against him. So a little more exclusive than the White Court's Achilles heel.

34
DFRPG / Re: How should I develop my character's powers?
« on: December 25, 2011, 08:13:46 PM »
An interesting discussion of stunt design by the makers of the FATE system can be found here. It's obviously a generic FATE thing and not expressly meant for DFRPG, but it's completely compatible with what is said in the book. It's a good read for someone developing stunts from scratch.

35
DFRPG / Re: Rules for Pets and Allies
« on: December 25, 2011, 06:37:38 PM »
Does a pet dog need to spend refresh? Picking up the Claws power might be nice for it, but then claws gives the equivalent of a weapon 2, which is in the same league as a handgun or a modestly sized sword. Wolves or trained attack dogs might be that powerful in a fight, but a faithful Labrador retriever doesn't need to be so lethal. Of course, if you later train him up to take the fullest advantage of his natural weapons and strength, Claws might be justified . . . but you have to buy a stunt to get there. It all hangs together for me.

36
DFRPG / Re: Rules for Pets and Allies
« on: December 24, 2011, 07:54:31 AM »
When you ask for unconsidered, off the cuff answers, then I can certainly supply some.

1. I'm in favor of a pyramid topped by 1 skill at a level 1 below the skill used to buy the stunt. It makes the companion focused but able to buy enough skills to be interesting.

I think that the base stunt should grant no refresh. If your companion simply can't be statted up without addinga stunt or a few points of powers, buy the expansion stunt or save up and purchase it all later. 1 stunt is simply too cheap to grant a companion with both skills and refresh to spend. And lets not get into trying to make some equivalence between skill points and refresh.

2. Upgrade stunts to grant a companion some refresh will certainly be available. I see a two major philosophies for how we should price those.

A) Like an item of power, buying refresh for a companion character is like buying powers for yourself, but with limitations. With IoP the powers are unavailable if you don't have the item with you, and are subject to certain compels based on the nature of the item. With a companion, you don't have access to those powers if the companion is unwilling or unable to lend a hand in a given situation, and they will generally be less skillful at employing said powers than you would be. So buying refresh to be spent by a companion should have some built in refresh refund, just like IoP.

B) Companions break action economy, and that is quite powerful. A companion may also have an entirely different skill focus than you do, granting considerable breadth of capability unavailable to PCs without a companion. Therefore refresh spent by companions should be strictly limited, and the last thing you want to do is grant a refund like you get from IoP. A stunt granting 1 refresh is about what you'd have following this model.

That's just what occurs to me at the moment. I'm currently leaning towards the first companion enhancing stunt offering 2 refresh and later purchases of that stunt yielding just 1, because it seems like that route offers a balance between intersting companions that don't get too powerful. But I could easily be convinced otherwise if I see a good argument in either direction.

I also agree that all stunts that apply to a companion should somehow be up for review if that companion dies. Maybe they are simply refunded, and then reallocated by the player as often as he can make justifications for ways to spend it. The easiest such justification might be to simply find a new companion of about the same power level. But now its late and my brain aint working, so somebody else will probably have better ideas.

37
DFRPG / Re: Rules for Pets and Allies
« on: December 24, 2011, 04:26:20 AM »
I like it. It leaves the important decisions to the table while reasonably pointing out the potential pitfalls. I also like the stunt becoming useless if the companion dies, it's a sensible cost that can be swapped out soon enough to not be crippling but is a heavy enough blow to hurt. I think we should also include a line or two encouraging players who lose a companion to think about modifying an aspect to reflect the loss; it should by no means be compulsory, but for certain characters in certain situations it makes sense. Losing your faithful dog or your apprentice would certainly be a terrible psychological blow, and might color your character's outlook going forward.

So do we think that we have come far enough in outlining our goals to revisit the specific wording for companion stunts?

38
DFRPG / Re: Movement and timing in combat
« on: December 22, 2011, 11:24:20 PM »
Fair enough. There are different ways you could model the situation, and which one fits best is largely a function of what your individual table feels comfortable with. I still hesitate to allow the sort of spring-attack type tactics for the speed powers, though, especially since the speed powers are already quite powerful. If you are sprinting before or after the attack you get a bonus to your defense roll, anyway, which might help you get the feel of the sudden attack without making someone with a speed power invincible.

39
DFRPG / Re: Rules for Pets and Allies
« on: December 22, 2011, 05:27:42 PM »
Hiring minions for a short duration or a very specific task should probably be possible, but at a higher difficulty than if you just had the skill in the first place. So if you needed a hacker to access the information on a stolen hard drive, the scholarship difficulty might be 3 and the resources level needed to hire a hacker would be 5. Also that hireling is only there for the job, and occasionally might have secret motives or incompetence problems. They definitely aren't going to risk their lives or anything else important to help you.

A companion by contrast is invested in the same sorts of goals you are, and will accompany you even into dangerous situations. And while the GM controls the minion completely, you should probably get some say in the type of actions your companion takes.

Speaking of which, how about companions are controlled by the player who purchased them, but the GM gets to compel the companion's aspects for free in order to exert some measure of control himself. The player and the GM can also negotiate certain actions, like whether or not a dog companion chosen by the player would really jump in and help fight the Blampire he is currently fighting.

That gets a little complicated, I know. I think it still needs work. But I'm looking for a way to allow the player to control the companion, both to take the burden off the GM and to give him a little more investment in the companion character. But I also want to limit some things about the companion, so that they aren't as useful as having a second character.

On another note, what happens when a companion dies? Is the stunt refunded? Does the companion get replaced by a suspiciously similar substitute? I was thinking of refunding the stunt, but making the player take a severe social consequence to reflect the blow of losing such a valued ally. Anyone else have an idea?

40
DFRPG / Re: Movement and timing in combat
« on: December 22, 2011, 05:16:14 PM »
It would, though, be supported by the novels on several occasions by the typical attack tactics of the Alphas.

You could model those scenes differently, though, without stepping into such treacherous expansions of the rules for movement. I'd have that be a maneuver by most of the pack, which sets various aspects like "distracted" and "flanked" on the enemy. Then the attacking Alpha gets to tag them for defense rolls, so that the big beastie they are fighting goes down without ever scoring a serious hit on anyone in the pack.

41
DFRPG / Re: Rules for Pets and Allies
« on: December 22, 2011, 07:33:29 AM »
For the record I'm still very interested in getting this done, but Christmas stuff will likely prevent me from doing much to contribute for the next week or so. Keep up the good work everyone, and I'll try to post my thoughts as often as I have the opportunity.

42
DFRPG / Re: Rules for Pets and Allies
« on: December 21, 2011, 04:34:09 AM »
@degree of control over minions. Fair enough. I can understand the concern about game balance and action economy, and it's legitimate. Personally in my games we would houserule it so that the player controls his minions in order to ease the burden on the GM, but I get that in general it would be a concern. Now we just need a good wording for how much control the player has over their companions.

I like the idea of scaling the minion based on the skill which the stunt applies to. My only concern is that multiple skills seem to apply to different types of companion, for example lore to familiars or resources for professional hirelings. We could allow the player to choose which skill applies to a companion, subject to them convincing the GM that it's appropriate, of course.

So I think what we have agreed on so far is that stunts will govern minions and allies, while we will come up with a power or family of powers that deals with multiple bodies and its various permutations.

43
DFRPG / Re: Rules for Pets and Allies
« on: December 20, 2011, 05:30:50 AM »
I thought that by throwing down something specific we could like or dislike, and pick apart, we'd be moving forward. It's how I work best. But I can take a step back for a bit more planning.

I included a minor bit of scaling because otherwise such characters wouldn't be worth it at higher refresh levels. Note that while skills scale with level, the amount of refresh does not, so I took a hybrid approach. The more you put in the more you get out, but the baseline stunt should be useful at all levels of refresh.

As for control, I think that pets granted through the abilities generated on this list should be controlled by the player. Otherwise why bother making them powers? Just deal with it like you would any NPC, with aspects on your character sheet and fate points for declarations to get them moving the way you want them to go. But if you want to be able to control them directly, this list of powers/stunts is where you go.

As far as deciding which principles we will use going forward, I'm conflicted. On the one hand, stunts seem to be a pretty good way to do pets, minions, and allies. On the other hand I would like whatever framework we have for such things to be flexible to allow both a pure mortal to purchase a secretary and to allow a 22 refresh wizard to purchase a familiar. And I know that a lot of people are uncomfortable with mortal stunts allowing things that are supernatural in nature.

So I'm open to other opinions, but my instinct is to go with mortal stunts that can be reflavored to grant mystically inclined pets.

44
DFRPG / Re: Help! Character Creation Concept Help.
« on: December 20, 2011, 05:12:37 AM »
Assuming I am understanding what you are asking for, this is how I would do it.

Step 1: Establishing what your power source is.

As I see it this is best done with aspects. First have your High Concept be something like Auto-Biomancer (meaning essentially that you are a specialized practitioner who uses body-altering magic on yourself). Go ahead and throw something like My Powers are Magic! somewhere on your aspect list to reinforce that. Or don't, if you are pressed for aspects, you really said it all in your High Concept already.

Step 2: Choosing your Powers

I'm going to take what you mentioned earlier: Enhancements for your strength, hardiness, speed, and perception.
For speed we are choosing Inhuman Speed [-2] and for strength we have Inhuman Strength [-2], easy enough. For perception let's choose Supernatural Sense [-1] which lets you see in the dark, echolocate, smell algebra, or whatever you choose as a super-sense, go nuts. That leaves us with Hardiness, which we will simulate with Inhuman Toughness [-2]. Now all toughness powers need what is called a Catch, which means that they need some kryptonite factor that will pierce them. Let's deal with that in step 3.

Step 3: Choose your limitations

We already know we need a catch for your toughness power, so lets choose that first. The Catch can be anything from silver to sunlight and holy water to whatever else you can think of. It gives you a refund of +0 to +4 of the refresh that you spent back, depending on how obvious the weakness is and how easy it is to find. For you we only want a refund of +1, since you can't get more back from the Catch than you spent on Toughness in the first place. I'm going to say that your rocky skin helps to turn aside blades and energy, but not blunt force, which can still shock your bones and internal organs on impact, thus giving your Toughness the Catch Blunt Trauma. It's not obvious because you look so impervious, but is very easy to find, giving it the refund value of +1.

Now we're not done yet, because there is another refund you can take advantage of. Because you must invoke your powers with a transformation, we are taking the Shapechange ability Human Form, which states that your supernatural abilities are unavailable so long as you appear human. When you do access them, you physically change in obvious and threatening ways; your skin takes on the appearance of rock, your eyes and mouth leak fire, and thundercracks accompany the movement of your magically accelerated limbs. Because this leaves you pretty defenseless so long as your abilities aren't activated, it is worth the refund of +1.

 Step 4: Add everything up

And this is what your final powers list looks like:

Human Form [+1] attached to
Inhuman Speed [-2]
Inhuman Strength [-2]
Supernatural Sense [-1]
Inhuman Toughness [2]
        The Catch [+1]
is blunt trauma.


Total refresh spent: -5

So that handily comes in at just under the lowest refresh level stated in the book, feet in the water. And don't let the fact that you chose the bottom level for your speed, toughness, and strength abilities fool you; you will be a beast in combat. Hope that helps!

45
DFRPG / Re: Rules for Pets and Allies
« on: December 20, 2011, 04:42:41 AM »
This is potentially a huge topic with a lot of room for work, but I'll start small by picking what seems to be some of the low hanging fruit.

Mortal Stunts

Call in the Cavalry: You are a member of a major organization, or have close ties to one. Because of that connection, you can rely on them to back you up when the shit really hits the fan. Once per adventure, you may call upon that group to aid you directly. That aid takes the form of one individual or several who will assist you and protect you, even to the extent of risking their lives, so long as your actions match the goals and methods of the organization to which they belong. The GM has the final say in just what form this aid will take, but it typically consists of an individual or group of individuals who would constitute "Equal Opposition" (YS 333) to your character. In most circumstances they will aid your character for one encounter before their other duties call them away or their resources are spent. In some situations the organization will be unwilling or unable to extend their aid to the PC in question; treat this as a compel against one of the character's aspects or an aspect related to the current adventure.

Trusty Ally: With this stunt you are accompanied through life's travails by a devoted ally. The relationship between the two of you might be personal, professional, mystical, or anything else, but come hell or high water, you are in it together. Choose a high concept and two aspects for your ally. Your ally has no refresh to spend on powers and stunts, but may choose one skill at the level of one below your skill cap (So if your skill cap is Great, they may choose one to have at Good). They also choose two skills at the level below that, three skills at the next level down and so on. This ally tends to be useful in one or a small group of related situations, but not in others. For example a secretary ally would be good at doing research and deflecting unwanted social attention, but would be of less use in a fight. Keep this in mind when designing your ally's skills and aspects.

Band of Brothers: Requires Trusty Ally. If two minds are better than one, why not take that to its logical conclusion? You have a knack for attracting like-minded individuals to your cause, whatever that may be. You could be the captain of your department's Special Investigations, you could be a Cult Leader, the point is that you know how to lead. The first time you purchase this stunt you may have up to three allies, constructed according to the guidelines given in the Trusty Ally stunt. If you buy this stunt again you may have a large group of such allies, easily up to a dozen.

Partner: Requires Trusty Ally. You're not interested in a sidekick so much as a partner, someone who can keep up with you when the going gets really rough. The ally you gained with the Trusty Ally stunt is granted 3 refresh to spend on stunts and powers, as appropriate to their High Concept, and 5 skill points. You may purchase this stunt again, each time granting your ally 1 more refresh and 2 skill points. The added skill points give this NPC more scope to interact with the campaign, making them useful in a broader array of situations than an unimproved ally. Your GM has the final say in determining how powerful you can make a partner before it eclipses the importance of your actual character.

I've tried to incorporate a few different ideas into getting started on the mortal end of this problem, though these stunts could also be used to make familiars and other things. One thing that is very important is that not every NPC that is important to your character has to be modeled using these rules, in fact the VAST majority of the time you should skip it and just throw in an aspect on your sheet that mentions them. These abilities are specifically for NPCs that you want to be able to control in-game, and thus that you foresee playing an important role in almost every adventure you participate in.

Pages: 1 2 [3] 4 5 6