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Messages - Dracorex

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16
DFRPG / Re: Necromancy Ideas
« on: February 14, 2013, 04:30:31 PM »
I don't see why not. It's just thematically different from the prosthetic arm/focus item Wyntonian's character has, and the one my character had what inspired his.

Mess around with the enchanted/focus item rules and/or (custom) Stunts and/or Powers to achieve a kind of composite effect. Your RPing narration will be more interesting, at least, even if the actual effects aren't all that different from standard stuff.

Wynt's character has Inhuman Strength with the Catch that it applies only to the metal arm, not the rest of him. I guess that 'make yourself harder to kill with grafted body parts' thing would be similar, but with Toughness Powers.

17
DFRPG / Re: Necromancy Ideas
« on: February 14, 2013, 03:50:27 PM »
Though if you want to do the 'whistle up Kemmler' bit, any sensible GM ought to see that as prime opportunity for taking leaves from Corpsetaker's book to write trouble for the player doing so - heck, Corpsetaker probably learned her gimmick from Kemmler in the first place.

Might be that having budding necromancers whistle him up is part of why the White Council had to kill him so many times.

18
DFRPG / Drawing Circles
« on: February 13, 2013, 04:02:23 PM »
So....I was writing rote spells, agonising over constructing defensive spells, and then it occurred to me: how does one define a circle as seen in the books? The way they act as a barrier to all magical energies, and as a summoning tool?

A manoeuvre to place a temporary Aspect on the person or a block? Neither, but rather a straight skill roll to make the circle, then narratively handled? I suppose the first to provide a tag/invoke for aiding your summoning, and the last for blocking magic. I'd like to hear your thoughts, though.

19
DFRPG / Scenario Building For People Without Creativity
« on: February 03, 2013, 02:03:59 PM »
((This is where I note that if you're one of my players in the Welcome To Singapore campaign, and want the scenarios to be a surprise, leave now.))




Okay. I give up. I have a fridge full of ingredients, but no dish or recipe comes to mind. What could a powerful wizard, skilled in combat, with a somewhat decent information network, possibly be unable to do, that a group of mortals and minor practitioners could offer help with?

The power level of the PCs is currently Up To Your Knees (7 refresh, 25 skill points, skill cap Great), and the plan, assuming we stay together long enough, is to build them up to awesome levels. We have a ferromancer mechanic, a diviner with visions of the future and aikido skills, a human con artist/thief, a human bouncer, a pseudo-werecat marked by the Wild Hunt, and an ex-Warden who's drowned most of his repertoire at the bottom of a bottle.

The only things they have in common are a penchant for visiting nice bars/nightclubs, take-no-shit-from-anyone attitudes, and a lack of direction in life.

(click to show/hide)

I know that right now my current potential opening scene includes them encountering the wizard, who needs their help because:
1) Obviously, he can't do modern technology much.
2) Most of the PCs would be better in a fistfight than he would be. (When in a situation where revealing supernatural powers would be inadvisable?)
3) He can't be in two places at once, and he only has a couple of associates who will occasionally reluctantly back him up in a fight. If several incidents crop up islandwide....
4) One of the PCs is a professional thief, and no pure mortal would be hampered by not being invited across a threshold.

I'm having trouble building an actual specific scenario for them to be introduced/thrown into, suitable for the current power level. How do I build lead-ins to explore, meet problems like teenage practitioners gone way off base or a greedy two-bit sorcerer binding spirits into service or whatever?

Suggestions would be very much appreciated, the more the merrier.  My most sincerest thanks in advance.

20
DFRPG / Re: Evocation Blocks: Too Weak?
« on: February 02, 2013, 05:50:45 AM »
I suppose I'm not really qualified to comment on this, but really, it just seems to boil down to keeping a balance between 1) not playing NPCs like they're omniscient, and 2) not playing NPCs like they're complete idiots.

21
DFRPG / Re: Categorising Items as Enchanted/Focus
« on: January 04, 2013, 01:22:43 AM »
Originally always-available 3-shift counterspell. And something else. Didn't pack as much oomph as the 6-shift/Weapon:6 revision, so all's fair. Thanks for the clarification, folks.

22
DFRPG / Re: Categorising Items as Enchanted/Focus
« on: January 03, 2013, 10:40:44 PM »
I don't know - likely the preview rules, if I take your word for it.

Ah well. So that's 3/session for each effect?

23
DFRPG / Categorising Items as Enchanted/Focus
« on: January 03, 2013, 01:59:02 PM »
I don't know if anyone's already explained this somewhere, but I'm new and really don't know my way around yet, so....

Why does a Warden Sword occupy enchanted item slots when it has nothing to do with the "limited no. of uses per session, needs recharging" rule for enchanted items?

Is this is a loophole for giving less-qualified Warden characters the item, even if they don't technically have the skill points, slots and such for it? If so, does this mean that we can come up with other items, which were crafted by someone else then given to the character, where the bonuses provided don't actually fit the skill points/slots/etc. requirements of the character (limited by GM and group approval on what would be OP)?

24
CD Book Club / Re: Cold Days Book Club - Chapters 31-45 **MAJOR SPOILERS**
« on: December 24, 2012, 03:53:15 PM »
The Outer Gates? Less fantastically happy and more 'whoa, whoa, whoa, holy cr*p'. Ages-old battle is freaky ages-old battle. But Rashid's flying carpet was unexpected and funny, yeah.

I usually only sort-of browse this forum, but I had to put this out there: Mother Summer said that Mother Winter hasn't left their cottage much anymore since she lost her walking stick. Might her walking stick be the Blackstaff?

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