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Topics - Michael Sandy

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DFRPG / Help me evaluate this catch
« on: October 05, 2011, 09:15:50 AM »
"John Buck" is a  Native American trickster spirit scion.  So he has glamours, and he can transform himself into a shadowy form.

So he has
-2 Glamour
-1 Cloud the mind (stunt gives Deceit the stealth trapping)

And in his shadow form he has
-1 Wings
-1 Cloak of Shadows
-? Inhuman toughness, only in darkness or shadow

Basically, anyone who does a maneuver to hold a light on him, flashlight, laser pointer can get a good enough lock on his position to bypass the Catch.  (be a harder maneuver for a smaller light source though).  Since he can resist the maneuver with athletics or deceit, it isn't a gimme.

Btw, the campaign lore we are considering is that Native American magic is generally stronger at self-transformation, like into beast or spirit creatures.

Would it be better just to have a stunt that gives a bonus to his defense roll under the same restrictions?  The cloak of shadows power gives +2 to stealth in shadows, should a defense stunt give +2 to defense or just +1?

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DFRPG / Building NON-challenging, but interesting encounters
« on: June 10, 2011, 05:53:10 AM »
Not every encounter should be an all out fight against superior forces that require every tool just to survive, let alone win.

There should be some encounters where the players, either individually or as a group, can feel casually effective.

In encounters where the players are unlikely to lose, the objective will be to win as well as possible.  To win without property damage.  To win without endangering people, or exposing the players' secrets.  To win and catch the criminals, as distinct from merely thwarting them.  To capture prisoners and get information, instead of merely putting them away, and better, getting the information without the criminals realizing it.

Players should have the option of, "do we beat up this petty thug and capture them, or just knock them down, let them THINK they successfully played dead, while in reality we are set up to stealthily track him back to his lair.

Thinking about encounters like that also gives ideas for powerful bad guys, who have more in mind than simply beating up the heroes.

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DFRPG / statting a lightsaber
« on: June 03, 2011, 10:14:35 PM »
So you have this wizard who can craft items with 8 shifts of power.

He makes a 'lightsaber' that is a 4 shift weapon, always on.

He then uses what skill to attack with it?  Weapons?  Discipline?  The characters offensive Spirit control?

If he uses Discipline or Spirit control skill to attack with it, can he also use that skill to defend with in melee?

How about a stunt similar to the 2 seconds in the future stunt in the OW books to allow the Spirit control skill to be used in the place of dodge?  "I am parrying bullets with my lightsaber"

Yeah, I saw the Mythbusters episode, human reflexes aren't anywhere near fast enough to intercept bullets.

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DFRPG / Real world monsters
« on: June 02, 2011, 06:26:57 AM »
As bad as the magical monsters of fantasy are, sometimes the ones in the real world are worse.

http://www.bbc.co.uk/news/world-africa-13622679

Are things like this too dark to have in an RPG?  I mean, on the one hand it is something that fits in perfectly with what wardens or other heroes would try to stop.  There would be a huge climactic battle, demons summoned, and helpless abused humans saved.

There are human beings that treat other human beings like cattle, and don't even have the excuse of being Monsters.  They sacrifice babies for magic and it doesn't even WORK.  I can barely fathom the evil of someone doing it knowing it WOULD genuinely give them power.

Ever have a moment in a campaign where the evil just hit too close to home, the description was too vivid, the emotional reaction was too intense?

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DFRPG / how much is this Catch?
« on: May 25, 2011, 09:27:38 AM »
Character has a non-Fallen angelic form that he can only change into when fighting supernatural beings, and he has to have personal knowledge that they are evil.

So, rare or involuntary shapeshift is +2

Powers from shapeshift:
Wings -1
Inhuman toughness, superhuman recovery  Catch, doesn't apply versus Pure Mortals.

The catch has to do with Free Will, and how even an angel has to respect it.  If an angel interferes in mortal affairs, they are vulnerable.

Pure mortals are widely available, and the catch would be researchable.  So would it be +3 or +4?


Also, would incite spiritual experience
http://www.npr.org/templates/story/story.php?storyId=110997741

work as an Incite Emotion power?  Basicly, trigger the receptors in the brain that cause that "sense of the divine" sensation.

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DFRPG / Rote thaumaturgy spells?
« on: May 16, 2011, 08:30:14 AM »
Thaumaturgy is very vulnerable to the Random Number generator, and the fallout from a failed roll late in the process is pretty huge, so can you have rote thaumaturgy spells?

Instead of a 5 discipline caster slowly building 1 power a turn to avoid failure, they could pump 4 or even 5 power a turn with no chance of failure (barring interruptions.)

So you could have a rote Ward spell or a rote tracking spell perhaps.  Or even a rote voodoo spell.  You would still need to gather the symbolic links and stuff, and if you achieved the complexity of the spell by ritual purification and other navel gazing maneuvers, you would still need to do them for the rote spell.

A rote thaumaturgical veil could be pretty cool.  Or a rote portal spell.

I would strongly suggest that the maximum complexity for a rote thaumaturgical spell would be limited to what could be achieved from navel gazing maneuvers from each of the skills of the caster above great (+4) plus their lore.  Or around 13 for a submerged wizard.  Any higher than that would be too difficult to justify as being "routine".

So, overpowered?  Takes too much away from the "story of the spell"?  A way to move stuff away from extreme evocation specialization?

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DFRPG / Attack spells that last more than one exchange
« on: May 12, 2011, 10:42:47 PM »
I need advice on both how to build these spells, and how to deal with them mechanically

A flamethrowing spell that causes the flame to stick to the target.  Perhaps a weapon 5 attack that lasts 2 extra exchanges.
There are other ideas for putting a continually damaging spell on the target.  Assuming the caster has a 7 control value for fire evocations, how do you figure both the initial targetting and the continuing damage.  Also, if someone wished to dispel the remaining time on such a fire spell, what would be their target difficulty?


For an item idea, I wanted to duplicate the Ghostbuster's particle accelerators.  A continuous tornado of energy.  Suppose I have a spirit spell with 5 attack, +2 exchanges.  Would that mean that for 1 mental stress I could have a 5 strength attack for 3 exchanges?


I was trying to figure out what would be the minimum power required to kill a ghoul with one spell.  17 shifts, and quite a bit more if it had any toughness.  But break it into a continuing spell that did at least 5 damage beyond defenses each round and it would inflict consequences each round, making a one mental stress to kill one ghoul spell much cheaper.

The other spell was an idea to allow the wizard to down one mook a round for several rounds for the cost of one mental stress.  Basically, the wizard would summon up the destructive energy and direct it through several exchanges.

8
Domestic Dispute

Got a Warden type who spent all his skill points on making a really nasty combat build, so he was ready for everything?  Well, most of the time you should keep them amused with combat scenarios to make them feel useful and powerful.  But every once in a while through them a reminder that not all police work, in fact, very little police work, is about running down criminals in darkened alleys and having a shootout with them.

Maybe it is the coven of practitioners who are having a schism, and are having a squabble over who keeps the sanctified ritual space, or the coven's supply of potions and charms that they crafted together.  Who owns what?  Well, when things were going well, nobody really cared.  But now all sorts of accusations are going forth, because Raven spied on Megan with Zorsha's crystal ball and saw her with Dark Steve, and Alex disrupted Melody's ritual, that she had been working on for months, because Alex thought the carefully arranged cobwebs were, well, cobwebs...

If you are really lucky, some dark malign force might be involved, setting the coven against each other for their own dark amusement.  But if not, emotions are running high, and most of them have access to curse magic and other nasty petty ways of getting revenge.  Oh yeah, and the really vindictive want you, the Warden, to destroy their former friend who betrayed them.

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DFRPG / White Council and Warden communications
« on: April 29, 2011, 03:45:50 PM »
I was designing an encounter hook for the party's Warden character and realized that I haven't the faintest idea what the routine method of communication is for the White Council and Wardens.

Obviously, things like phones and fax machines are unreliable, but worse, they are likely to be insecure.  Wizards are unlikely to be experts or current on technology, and therefore be unfamiliar with how easy some of it is to tap into.  And if they use pure human agents to handle the communications they have to deal with the issues of those agents having less defenses against supernatural subordination and deception.

I can see thaumaturgical rituals being used for contact.  Maybe a 5 minute ritual if you have things like the persons address, a photo, something handled by them.  Perhaps they have contact items that are kept in carefully sealed containers so preserve their thaumaturgical properties.

But that is one person contacting one other person.  I can't see wizards doing blast faxes to everybody on their contact lists.  It might be that wizards USED to have major advantages in long distance communications.  They could probably do transcontinental communications through the Nevernever centuries before the invention of the telephone.  A five minute ritual and you can contact anyone you know very well.  But contacting everybody on a friends and acquaintances list is a different proposition indeed.

So, how does it work?
Does the White Council use fax machines and phones and computers and just use wizards who are sufficiently disciplined that the technology doesn't blow up around them as much?  Does it use supernatural allies or pure humans who have long family connections?  Does it use magitech, or is it mostly hopelessly behind the times in communications?

Some ideas:
Synchronized paper:  What is written or typed on one piece of synchronized paper will magically appear on the linked paper or papers in Edinburgh or Regional offices.  Yay!  Wizardy bureaucracies.  Please remember to use up or dispose of old paper before the link expires at the end of the lunar cycle.

Stereotypical magic mirrors.  Constrained summoned creatures that transport letters through the nevernever.  Or the White Council communicates fairly little, trusting the various autonomous Wardens and Regional Commanders to handle things on their own.

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DFRPG / Desperate Hour questions
« on: April 28, 2011, 04:09:06 PM »
I have been toying with making a holy wizard character.  Basically a stunt that allows Evocation effects to carry the Holy Touch effect.

At
-2 Righteousness
-1 Holy touch
-1 Holy Magic
-3 Evocation

It has the same cost as a starting wizard of the High Council.  But I really want a nasty Desperate Hour.  I want a whole Avenging Angel aspect so that bad guys would really hesitate before killing an innocent in my presence.

So how would you buy a stunt that boosts desperate hour?  It is already a maximum of once per scene ability.  Would a stunt give +2 to the roll?  +1 to the roll and +2 damage?

How would you do magic items and/or refinements that would boost it?

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