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Topics - furashgf

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DFRPG / Invisibility as Defense
« on: June 27, 2015, 06:44:46 PM »
Now, if you're stuck on wanting an Invisibility Supernatural Power by itself here's an example of one that uses the Glamours Faerie Magic Power as a base. Because it only costs -1 it is more limited than the full Glamours power.

Invisible Man—or Woman if You Are One [-1]

Description: You are able to channel your willpower to create a basic veil that hides you from sight.

Skills Affected: Discipline

Effects: Minor Invisibility Veil. With a moment of concentration, you may draw a veil over yourself, hiding from sight only. Use your Discipline to oppose efforts to discover the veil. If the veil is discovered, it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong.

Game Mechanic: Supplemental Action, Roll Discipline to hide from opposition using Alertness or another applicable perception skill (perhaps Investigation depending on circumstance) to avoid being detected. –Remember, this is sight only, so hiding from sight doesn’t mean you can’t be found. The subtle movements of air around you, your odor, and the sounds you make are still apparent. Commonly, anything with Echoes of The Beast will likely be able to easily find you as their scent and hearing powers are much sharper than that of a "Vanilla Mortal"

Notes: "or a Woman if You Are One" is in homage to the Colin Hay song: "Beautiful World"

Now, the above power is a Non-Caster friendly power that would allow a PC to become invisible. If you want a stronger version of it, make the cost -2 Refresh and add a +2 to the opposed Discipline roll. The build of the above power is just adding the "Hiding" trapping from the Stealth Skill to the Conviction skill with the added flair of "Being Invisible powered by Willpower". Otherwise, hide as normal just use Conviction instead of Stealth for the Skill Roll. Don't bother with rolling blocks, just a roll to hide as normal using Conviction instead of Stealth. 

Supporting Block Notes: “1 shift of power adds 1 to the block strength of the block action. Any attack that bypasses the block cancels it out. Optionally, instead of block strength, you can opt to have the effect work as Armor. If you choose the Armor effect, the armor rating is equal to half (rounded down) the shifts put into the spell. The advantage to doing this is that the Armor effect only ends when the spell duration ends—the armor survives a bypassing attack.” p. 252

Block Examples: Standard Block: Three shifts of power create a block strength of Good (+3). Any attack that bypasses the block cancels it out. Thus an attack of Great (+4) in the above case, would break the shield (cancel the block), and the defender would be allowed their standard Defense Skill Roll (Athletics) to avoid the attack.

Armor and Defense Skill: Two shifts of power create an Armor strength of Average (+1). Any attack against the target grants the defender a standard defense roll, with the Armor Reducing Damage if hit. Thus an attack of Great (+4) vs. a Defense Roll of Good (+3) would result in the Defender being hit for 1 Stress; however, the +1 Armor would reduce the stress to nothing, and the Armor bonus would continue to operate until the end of the spell duration.I found this cool recommendation for an Invisibility power. How would invisibility be used as a defense in combat (if at all)?


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The core book makes it clear that your powers should derive from your high-concept, allowing you to leverage the high concept aspect to make your power work better (or worse, for a fate point or something) in a specific scene. For example, if your aspect was “Best Death Magic Wizard” (not a great example), then you could get bonuses for casting death magic spells but get compelled to look into dangerous books of death magic.

So, the kindly people here proposed that for my characters demonic hand (think a smaller Hellboy “Fist of Doom” connected to Giles from Buffy the Vampire Slayer). One ability I would like it to have is that it’s great at gripping, crushing, but that’s it. So, I can hang from a pipe indefinitely, or crush someone’s handgun, but I can’t do most things you can do with supernatural strength - punch people very hard, lift up cars, throw things further and harder. However, if you received your supernatural strength, say, from some other high concept (instead of “Weilder of the Demonic Left Hand,” it just might be plain old supernatural strength you picked because you’re a changeling or something.

Here’s where my confusion comes in. The group is very solid on the idea that BOTH of the above would cost [-2] refresh. In a traditional game, this would be handled by making some kind of limit on the strength, so that maybe it costs only -1 or something. Here, the limit is the high concept - strength comes from the hand not from my overall “supernaturalness.” So, I appear to be spending the same amount as the “other guy” for a much less effective power. This only bothers me because I want my character to be as close to my concept as possible, and as effective as possible (when called for), and have as much agency, but I’ve spent a resource and have less agency than others who spent the resource. I could have used, say, an extra -1 refresh for another power. This applies to all my other abilities I want to put into the hand.

I’m not clear on how the restricton of my high concept on my supernatural strength evens anything out. I believe fate points are given when you’re compelled, or someone tags you (I think the first tag is free or something). So, the benefit would be that I could more easily get additional fate points then “the other guy,” but I don’t get it. Other guy picks up and throws a table - no problem, he can do it. I can’t. Do I get a fate point every time I could use supernatural strength but can’t because of my high concept? Do I declare at the start of every physical combat that I’m going to strike a crushing blow with my hand, and then get a fate point because I can’t do that?

I think the posters are right, but I just have a misunderstanding of something.

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DFRPG / Assistance Wrapping Up the "Hand of Glory"
« on: June 04, 2012, 09:31:28 PM »
I brought this idea up when I was just fiddling with the idea, but I'm now using it in a real game with a real character (my own) and wanted to find the best way to do this (none of us are experienced DFRPG players).

So, I admit to ripping off the idea from the (amazing) audio series "Wormwood," where a main character is given a bizzare left hand in exchange for one he has lost by a mysterious (very demonic) benefactor.

1. This seems like a straight ahead Scion of Power w/ an Item of Power, since the benefactor can ask and expect assistance at any time, and ultimately has a VERY bad final request. Does this seem right? i.e., other's recognize him as a powerful tool (in both senses) so you've got the -1 refresh and the +1 bonus to dealing with supernaturals.

2. Assuming the hand is an Item of Power (+1 since it's not a sword but it's not a hidden secret lapel pin), it seems like the basics work:
a. it "is what it is" - it's hand like, and can do things a hand can do
b. it's indestructable

So, in terms of abilities granted, the general recommendation I received previously was to try to just make it full of skill stunts rather than trying to pick a bunch of powers and then gimp them with endless catches. So, here's what the hand can do (or I'd like for it to be able to do), and my stab at how to model it:

c. Perception Supernatural Awareness: the hand can sense magic, which it passes to its wielder like threads of various strengths that he/she cannot see but feel. e.g., a ward might feel like a strong metal mesh wall, while the tracks of a supernatural creature are a rope-like thread that can be followed. So, Awareness - able to sense magic and get a vague sense of "what it is" metaphorically. Cost: no idea.

d. Strength Crushing Grip: The hand itself is supernaturally strong, however since its just a hand, it's kind of limited. It can hang onto things indefinately, crush steel or someone's throat. However, it can't do much else because it's attached to a normal arm (no bonus to hand to hand damage, can't punch extra hard).

e. Buglary/Larceny - Open Any Door, Break Any Trap: The hand itself can supernaturally unlock nearly any mechanical or electronic lock or something that's simply "stuck" but would normally open. It can do the same thing to magical shields, wards, locks, pre-prepared spell traps/locations and the like. So, I was thinking its a stunt on burglary or larceny. However, I'd like ALL the points in the hand, not just the bonus, since without the hand the guy can't unlock anything without a key. The stunt would just be exteneded to work also on magical locks also. However, that's all it does - it doesn't make him better at any theivery stuff. Cost: no idea. Not sure how this would work mechanically either when not dealing with normal locks.

f. Dodge (or something like that): the hand will and can act independently to defend its wielder, moving at impossible speeds to catch a bullet, block an unseen blow, etc. Again, this skill and it's stunt bonus would be wholly in the hand. Also, while it's kind of powerful, it's limited - shoot him 3 or 4 times, the hand might at best get 1 or two bullets. Cost: no idea

g. Finally, the hand itself is incredibly creepy. It's sort of like a hand of glory made from a deamon's hand. I don't know if this needs to be modeled in any way, or it's built into the aspect.

Thanks in advance for your advice.

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DFRPG / For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 05:30:57 PM »
So, stunts seem pretty straightforward - e.g., many people can fight, but you're a "Brillaint Boxer" or something, which gives you a bonus in certain situations. This fits with fairly traditional games like Ron Edwards Sorcerer, oWoD specialties, etc.

However, aspects come off to people like me, at least, as kind of silly and potentially involving all sorts of wierd arguments about how/whether it applies. e.g., "I'll Always Be There for my Sister" - is a perfectly fine aspect, but seems kind of silly/wierd.

So, what would be wrong (what is wrong) with having people build aspects like the former rather than the latter. They seem less silly and Risus-like and less conflictual - it's more likely that everyone agrees what the aspect can/can't do, etc.

Thanks in advance for your thoughts.

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DFRPG / Johnny's Power from the Dead Zone
« on: July 15, 2011, 04:27:13 PM »
How would you, or could you, simulate Johnny's 3-D pre/post-touch based cognition from Stephen King's "The Dead Zone" (it looks cooler in the TV Show than Movie)? He can touch things and see relevant things in the past - he sort of steps out of time and can move around the area in 3D, but is limited to that area or place or person (what they could have seen), or similarly, the most probable future based on the current situation. It sounds like it would involve making declarations or something.

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DFRPG / Don't Shoot Me, but I don't love group city creation
« on: April 20, 2011, 06:07:24 PM »
I like the game mechanics, I like the group character creation, and I like GMing it, but I don't like group city creation. I don't mind, at all, people making up locations on the fly. I don't mind players creating objects and NPC's on the fly. I just found the city group creation process un-fun, and it resulted in something I had difficulty running with. There's nothing WRONG with the mechanics, I just don't like them.

So, given the above, and the fact that you can't just change your preferences, is there an alternative to the group city creation method? Could a GM just create a few of the bits (some locations, a big trouble, etc.), let the players each create a location or two, and then just grow the city as you go? I just made that up, but I'd appreciate anyone who has come up with an alternative mechanism.

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DFRPG / Psychic Null
« on: October 11, 2010, 07:32:37 PM »
The Warhammer 40K Universe have psychics (kind of like DFRPG wizards), but also the opposite - psychic nulls. Depending upon their power level, psychic powers and effects just don't work on them and things near them. They have negatives (e.g., they creep people out).

If I wanted to craft a template for a Magic Null, how might I tackle that? I don't want to make them too powerful, but I'm not sure what powers to give them. There are counterspells, which are kind of like this, but I imagine their powers as more "always on."

As always, any thoughts are appreciated.

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DFRPG / Stat Xander Crowe's Hand of Glory from Wormwood
« on: September 14, 2010, 02:46:09 PM »
The podcast Wormwood (which I can't recommend highly enough) has a character who has a "hand of glory" that is actually alive - it will act as your right hand (assuming you don't have one). It appears to be able to do the following things:

- "open any door": unlock any normal or magical lock; unlock supernatural doorways (e.g., Nevernever, ghost worlds, etc.)
- assist in summoning - "pulling" demons, gods, etc. down quicker (this assumes you're already a knowledgeable practitioner, otherwise it doesn't do anything)
- act independently - stab someone you haven't noticed, etc., do things while you're not watching
- horrify people (it's pretty scary looking)
- cause you occasional bad luck and trouble

How would you stat this? It's an item of power, sort of.

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DFRPG / Stephen King - Style 1 Trick Ponies
« on: September 11, 2010, 01:26:53 AM »
How do you design a minor talent with some supernatural power OTHER than those listed directly on the power sheet. e.g., Stephen King novels often feature 1-trick ponies - psychokinesis, telekinesis, etc. Those aren't listed anywhere. They're essentially, I think, like evocations - but it's the only thing they can do, there's no focus, they can charge up/bleed off power and take backlash. It's not "focused practitioner," because it's just evocation with that one ability.

Thanks in advance for your assistance.

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DFRPG / Training Wheels
« on: September 06, 2010, 08:54:48 PM »
I'm up to page 206 in the 'your story' and I have to admit I'm completely overwhelmed and a bit confused. I'll certainly have to take a 2nd read just to "get it". I'm perfectly capable of getting complicated, crunchy rules, but this combines some level of crunchyness with no analog to traditional games (i.e., it's much easier to learn one thing if it's like a thing you already know).

Is there a "training wheels" version of the rules somewhere? e.g., White Wolf and other companies produce a quickstart which takes away most of the rules, but picks a set of core that can be covered in 10 pages or so. Once you've got that down, you can add in more and more of the real rules.

I'm sure those of you that have already played Fate-like games had no trouble with them.

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DFRPG / Adding "the Veil"
« on: August 28, 2010, 08:53:57 PM »
I don't want to fiddle to much with the Dresdenverse, however, there's one bit that bugs me (personally, can't say why). So, here it is, here's my proposed solution. Please comment (constructively, i.e., "no do this instead"). Thanks:

- when normal people encounter non-subtle supernatural things, 99% of them just "ignore" it. That's why the world at large is ignorant about the supernatual

I'd like to replace this with:

- the supernatural is shielded from most normal mortals by "the veil". Various explanations (who knows which is right) exist for why this is the case, but unless the normal-mortal is particularly "open minded" and the effect isn't wildly crazy (e.g., mage points his finger, says "zap", and guy turns to dust on TV (assuming TV camera was far enough enough away), mortals will either mis-percieve or not perceive at all supernatural effects. This is not a mental defense mechanism but an actual magical "thing"

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DFRPG / Summary of City Creation Process
« on: August 27, 2010, 01:49:52 PM »
I have the books, but can't seem to find a summary of the city creation process (one page). Can anyone point me to one, fan made or otherwise?

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