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Messages - Silverblaze

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991
DFRPG / Re: Parrying with a Shotgun or Rifle?
« on: April 29, 2011, 04:10:59 PM »
The intrepid hero with the most toys carries one of these:



..that has been enchanted as an item of power to shoot holy saw blades.

:P

Like buzz saw blades?

992
DFRPG / Re: Debts for an Emmisary of Death - Help Please!
« on: April 29, 2011, 04:26:05 AM »
I would say those are awesome for plot hooks. Sanctaphrax had some great ones I particularly like anything necromancy related (especially since you could compel any white council members as well which would point out the inequality of the situation).

Also you could compel her to be merciless in a situation where mercy would actually be better. So if someone is needed alive and she kills them claiming that was her duty it makes all sorts of trouble.

But I think the best thing might be to talk to her and ask her if she has any ideas. It's her character and I'd think that she would likely have thought about how her character serves her sponsor. If not then go with the above.

That is a good point.  Player and GM work towards the story.  After explaining that the sponsor debt is about to catch up, the player may not like the idea, but sponsors want what they want.   Work with the player to keep the debt on hte lighter side, but have the feel you both want out of it.

993
DFRPG / Re: Lunge Stunt
« on: April 29, 2011, 04:21:15 AM »
Is it me or is the stunt Lunge a little too powerful ?

Lunge (Weapons): Madrigal gains a +2 to at tacks made when
he begins his turn in a different zone than his target. He
may only use this stunt once per exchange, and it doesn’t
cover thrown weapons.

As long as a player has supernatural speed they can gain a +2 bonus to weapons each exchange.

Nah.  Just one more way to make stunts useful to critters with supernatural speed.  Like the custom "shot on the run" stunt (name might be off, but it allows full movement without penalty in rounds you fire a gun.)  Pretty nasty, but it's really no worse than having a stunt for two stress added to a weapon that a super strong player or NPC swings. 

994
DFRPG / Re: Monsters from Greek Mythology: Nemean Lion and Chimera
« on: April 29, 2011, 04:14:04 AM »
I statted up the Chimera too (I know, not one of the 12 labors, but I worked on it when I was statting up the Hydra which is coming soon).


Considering that one of the twelve labors was shoveling horse crap, which would stink to stat up (ha! see what I did there...sorry)...I think you're safe :P

I think the Chimera would be pretty powerful in a game...since the powers are likely unique to the creature (or its ilk) I think it's fair and an awesome challenge.  As long as we don't have PC chimera/hydras running about.

995
DFRPG / Re: New Weaponry Stunt
« on: April 29, 2011, 04:02:21 AM »
Well, we can agree to disagree I suppose.  

I don't see why any supernatural creature 10 refresh or higher would have any stunts.

Stunts are specializations that people/creatures have to overcome obstacles or be more powerful.  If you can already shrug off rifle rounds and turn into mist, what use do you have for stunts?

I wish to preface this post with a disclaimer.  I do not support munchkin behavior in my games, but I think it is wise to be good at it so one can counteract it.  I also generally agree with what Bumblingbear posts.  I like the cut of your jib sir!  That said... stunts can stack with powers to make PC's into genuine pwnsticks.

We have an ogre in game who took some stunts that truly help him out.  
-1 Was that supposed to hurt (endurance for defence)
-1 improvised weapons (use improvised weapons with fists skill)
-1 homebrew stunt (vehicular manslaughter) when using a vehicle as a weapon (melee or driving it inflicts two more stress)
-1 killer blow

think about how much stress a ford taurus turned projectile would do when combined with killer blow (since it now counts as a fist attack) + supernatural strength

costs no mental stress

add wall of death and weapon focus and weapon specialization to Thomas or Lara...scary.

Stunts can totally pimp out/munchkin/minmax a superntural critter.

996
DFRPG / Re: Debts for an Emmisary of Death - Help Please!
« on: April 29, 2011, 03:52:02 AM »
In my campaign I have an emissary of Death who recently racked up some debt to her sponsor this last session.  She has come to the realization that Death is going to ask her for some payment soon.

As the GM, and her father, I am at a loss as what to ask her character to do.  The player is 14 years old, and the group's ages range from 14 to 40, so nothing to dark or gruesome please.

Death in this game so far has not made to much of an appearance, but uses his emissaries to help the dying pass on (like a psychopomp of sorts)and not as a supernatural hitman.  But that could change if need be.

Any ideas?


I question how an emissary of death can exist in a game or world where "dark" things do not happen.  I'm not so much mocking the fact that you want to keep the game and subject matter on hte light side.  i don't mock people for morality either, so the fact your fourteen year old daughter needs shielded from some dark stuff makes sense...but letting her play a emissary of death seems counter intuitive to this process.  No?

I digress, in any case my suggestion is simple.  Make her (compell her to stand vigil at a coma patient or cancer patient and explain to her it is her job to usher them along, she needs to be niehter cold nor caring.  Simply dutiful to her role as an emissary to the force that takes life and sends living beings to the afterlife.  It is both sad, moving, and not dark or gruesome.  if it isn't harsh enough for sponsor debt...I declare that you'll ahve to step into mildly ddark territory for that.  Like not allowing a ghost revenge, or forcing a soul who wants to stick around to see his family graduate or somesuch.  Death waits for no one, even those murdered...even those who were supporing their family, even those who were young or innocent.  You get the idea.

997
DFRPG / Re: A bit frustrated
« on: April 29, 2011, 03:34:38 AM »


My challenge in this issue is trying to think of a way that one would directly attack someone socially with magic.

  -  You can turn him hideously ugly; but that is a physical attack (transformation) that has social repercussions
  -  You can inflict him with a curse that causes him to swear or say inappropriate things... but that is a mental attack again with social repercussions
  -  You can use magic to manipulate his environment in an infinite number of ways.  But those are maneuvers you stack for a social attack.
  -  You can use magic to give yourself an enhanced rapport, intimidation, presence or, well, any other skill with which you could then use to attack someone socially.  But you are using your skill to cause social stress to the target; not magic.  Even if that skill is boosted by magic.
  

Could an evocation that is something of an illusion or a glamour that translates normal conversation to bad language and crass behavior: "Hi how are you?" ----> "Sup jerk? You know you smell funny?"

Could an illusion or ritual cause an illusion or mask settle over a target making him look ugly?  These aren't exactly transformations, nor is it mind control.

I'm likely a poor person to discuss social combat since we threw it out of our game enitrely and treat social combat as strictly roleplaying or if need be (to determine the effectiveness of a speech) simply set a difficulty and roll the appropriate skill against a target number.  It totally negates part of the system and likely isn't poplular, but it totally skips all of this and personally I'm glad for it.

998
DFRPG Resource Collection / Re: Custom Power List
« on: April 26, 2011, 01:26:25 AM »
I think that the first power (Focused Study) is better than Refinement.  This in my opinion shouldn't be.  I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also.  I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.

For example: once a playr has chosen this power twice they would have all the bonuses other than +2 rote spells.  Maybe throw in two rotes for free once it has been taken twice?

While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.

Focused Mastery -2 (this costs too much for what it does.

The closest thing to keeping casters in check is forcing them to take metal stress for spells.  Letting them skip that is a bad idea.  If the power is allowed it should only be allowed once, not several times (one signature spell ever).  I also think letting them cast it multiple times per day without stress is a poor idea.  Maybe only allow the casting without stress once a day?

999
DFRPG Resource Collection / Re: Custom Power List
« on: April 25, 2011, 04:56:19 PM »
Good idea, Belial, but it kinda hoses characters with only one spell. It's clearly designed for a sizable set of abilities. So I think I'll stick with what I have.

Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?



Not off the top of my head, but... I can hazard that phasing/intangiblity can be overpowered (not that this game is particularly balanced anyhow). 

Were i working on the ability, I'd use mistform(gaseous form) from YS as a basis from which to work.  Perhaps instead simply use Physical Immunity to physical attcks (not energy or mental based)?   In order to offer anymore help, I'd need to know a few things.  Can the intangible being still attack?  Does it disrupt machinery like Kitty Pryde(Shadowcat of Marvel fame)?  What will be able to harm the intangible being, whilst intangible? 


1000
DFRPG / Re: locating cellphones
« on: April 24, 2011, 08:29:12 PM »
The theory behind it is sound in concept, but likely wouldn't work for wizards.  Sponsored thaumaturgy etc may however not 'splode the technology.

Again, should vary from game to game, but were I running I think I'd be strict with its usage.

1001
DFRPG / Re: More Holy Swords Than Three?
« on: April 24, 2011, 08:26:31 PM »
I think items of power and holy relics should be rare but not constrained to three.  As far as a game world goes, that would be too restrictive.  Novel wise, unless the legend of the fourth nail comes up, I'm betting there are less holy relics than in most games or the "forces of good" wouldn't be playing catch up, so much as supression.

I think a 4th sword fo the cross is viable in games.  I think many historic weapons, holy or not are often thematically appropriate.

I think going overboard is likely a bad idea too, but that varies by palyer/GM taste and from game to game so as opinionated as I am...who am I to say really?

I pose another question along these lines.  Since a sword can be unmade and in theory reforged... what if a nail was put into another weapon (likely melee)?  Would it still work or are swords so linked to angels that only swords would work?

Aspect:
(click to show/hide)

1002
DFRPG Resource Collection / Re: Custom Power List
« on: April 22, 2011, 03:17:49 AM »
I propose it not costing mental stress unless -1 Potent magical ability is added to it.

Opinions?

1003
DFRPG Resource Collection / Re: Generic NPCs
« on: April 22, 2011, 02:17:22 AM »
That treant looks like a pretty good challenge for a group.

Especially if it had some prep time with the ritual.  I think it was a nice way to handle tree animation and such.  It can also be used to explain how they can sense things far away in their forests etc.

Could call it chloromancy!

1004
DFRPG / Re: what would you rather be
« on: April 20, 2011, 02:38:54 AM »
Other.  In order of best to worst in my opinion.

Assuming Dragons with a capital D have free will, I choose that.

Assumingthey do not, I suppose wizard or an Immortal from Highlander!

Barring those choices a were-reptile for longevity and potential to acquire new abilities.

WCV would be a good choice...

Also, Superman or similar comic hero!

1005
Thaumaturgy is in theory what plot level characters use to achieve miraculous solutions, they are just WAY better at it...or have way more power to pump into it.

I agree it shouldn't be simple to reverse the process, but if it was something to the tune of getting blood/parts from the "master" vampire and using thaumatrgy to in some way render this part inert then one may be able to undo the blessing/curse/gift.

It may require
(click to show/hide)
.  I'd hate to reuse that, but it stands to reason a variation should/could work.

Perhaps a variation
(click to show/hide)
.

I'm not saying I think it is or should be possible.  I'm pretty much in the boat that claims "plot device only" but I do so enjoy playing devils advocate.

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