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Messages - cowardlylion

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DFRPG / Re: Request A Character
« on: March 09, 2021, 07:50:27 PM »
Unfortunately, I know nothing about that portrayal of John Constantine. I know a bit about the character in general, but only a bit.

I can take a crack if you tell me more.

A world class confidence trickster, a cunning ritualist, a man who networks with Angels, Demon and creature of the Red, Green and the Grey and the in-between. When he does throw down it is usually with artefacts of power, magical items or rituals. The Matt Ryan one has a little evocation a little bit of pyromancy and seems to able to rush rituals so they can take effect as long as he is given a few moments which he usually can blag by keeping enemies talking. He is the master of prep-work and finding edges be they phycological, magical or physical.   

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DFRPG / Amusing Power Ideas
« on: April 17, 2014, 07:23:59 PM »
I was thinking of an amusing if somewhat insidious power for a Joke Character what do people think?

Disney Music Number (-2): You can make a performance roll to sing an epic song, anyone else in the scene has to roll discipline or they too must start singing, singing counts as a supplemental action (-1) and all actions in a Disney Music number are modified by performance.

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DFRPG / Re: Jinni wish granting power
« on: April 10, 2014, 10:07:24 PM »
The sponsored magic seems pretty cool. To tell you the truth I re-watched Babylon 5 and fancied a villain that offered pc's the unpalatable things what they wanted. Which is where the idea for running a djinn came from.

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DFRPG / Re: Jinni wish granting power
« on: April 09, 2014, 09:24:21 PM »
I could probably knock something together if you want to see my take on the type of djinn that grants wishes. If you're looking for a sponsored magic, I could do that too. I'll edit one into the post once I finish it.


Much abliged.

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DFRPG / Jinni wish granting power
« on: April 09, 2014, 07:41:33 PM »
Has anyone created a custom power for Jinni wish granting thaumaturgy, also I was wondering if a negative wish granting jinni npc (granting what they asked for but not what they wanted) in a campaign would require lots of modification of the system to work?

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DFRPG Resource Collection / Re: Custom Power List
« on: April 03, 2014, 08:56:30 PM »
Element Eater [-2]
Requirement Physical Immunity (Element), Aspect relating to be an element eater.

Each time you are targeted by your chosen your chosen element get a free tag of the "Empowered by your chosen element" or equivalent aspect. 

Basically a power for the fairly common fire and electricity absorbing monsters. .

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DFRPG / Re: Help with an Artificer
« on: April 03, 2014, 05:58:43 PM »
I don't think so, actually.

Using an item is generally an action. So you generally can't use two items at once like that.

If you could, you could just get a pile of free Aspects by activating a maneuver item alongside every action.

Here are some options they require two rounds but are extremely powerful.

Potion of True Aim (10 shifts) 
Strength 7 skill replacement shooting for 3 turns then you spend several fate points to increase it potency and you don't miss for several rounds.

Absolute Eye
Strength 10 skill replacement shooting 1 round: less useful but can still be used to get a +10 to hit once on your next turn. 
Broken but pretty

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DFRPG / Re: Dexterity Powers
« on: March 15, 2014, 10:24:19 PM »
Well there are several different balance issues this power has first how much should accuracy boosts cost and the in-game answers are 1 refresh for +2 attack with focus items, 1 refresh for +1 attack with stunts and 1 refresh with true aim (give or take). The power isn't the cheapest way to boost accuracy.

The next point of balance is the true cap. For magic this is skill x 3 as you can add a skill and your lore twice with enough refresh. It is possible with a superb skill cap to have +15 accuracy.

For melee the cap is more subjective as a lot of the ways to raise it most gm's will not allow you can have 6 (with a stunt) 7 (if you allow true aim), possibly 8 (if you allow swing for the fences) or 12 (if you allow sacred guardian).

With the power as written you end up with a Cap of 8 for Weapons so in the mid-range of what is possible with weapons and a fraction of what is possible with magic (about half). 




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DFRPG / Re: Dexterity Powers
« on: March 06, 2014, 11:38:11 PM »
Just to see what a Submerged character with this power might look like here is one I made earlier.

Name: Lancer
High Concept: Spear of Justice
Trouble: Last of a cursed Tribe
Aspect: Code Sworn , Untouchable Martial Master, The quickest path is straight ahead, A time for all things.

Powers
Mythic Skill (-6)
Berserk Armour (-2)
+2 Obvious Item of Power (Red Plate Mail)
+2 Inhuman Toughness
+2 Inhuman Strength

Stunts
Mind of Steel: Add +2 to discipline when defending against supernatural mental attacks.

Skills:
+5 Weapons, Discipline
+4 Alertness, Conviction
+3 Endurance, Presence 
+2 Athletics, Might, Intimidate
+1 Rapport, Empathy, Resources, Contacts, Survival

So he has an eight for both physical attack and defense and a weapon rating of 8 when wielding a great-sword.

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DFRPG / Re: Dexterity Powers
« on: March 03, 2014, 11:37:18 PM »
Mythic skill + Speed powers seem a little OP attacking everyone you want in four zones is basically equivalent to attacking every enemy in most combats.

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DFRPG / Re: How to run a set piece ?
« on: March 01, 2014, 02:10:35 AM »
Well the whole going over the top thing wasn't great I tried to build up the tension describing the sounds of the guns, the tremors through the ground etc before they ran a gauntlet of world war themed hazards on a battle field of blood and mud.  Maybe because they succeeded rather easily but the scene felt more heroic than horrific.   

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DFRPG / How to run a set piece ?
« on: March 01, 2014, 12:58:22 AM »
I am not a great gm mainly because I am pretty poor at changing gears and so their is one set piece I have tried to pull off with multiple groups with very little success and I was wondering how other gm's would do it. The scenario is pretty simple you have a demon which is the condensed despair, horror, blood-lust of a battle of the great war fused with a human spirit (ghost). The party being generally good guys want to rescue the trapped soul from its eternity of playing over the same horrors and so enter the demons pocket world. To rescue the spirit they have to get to the center of the demons nightmare world which means going through barbed wire whilst being shot at by machine guns, mortars etc. Now every time I have tried this scenario it has always lacked the horror I was aiming for and so fell flat. 

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DFRPG / fun with aspects
« on: February 18, 2014, 06:36:31 PM »
Ok so say you have through a grapple/manoeuvre created the human shield or human bowling ball aspect on an enemy. Then you tag said aspect to be defend against an attack another enemy. Should there be a mechanical effect on the first enemy of you using them as a shield or a projectile?

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DFRPG / Re: How's your Wizard
« on: February 14, 2014, 06:19:42 PM »
If you have the refresh for lots of specializations/focus items then lore can do the role of both so for higher refresh its the better focus. 

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DFRPG / Re: I'm Helping With A Kickstarter
« on: January 28, 2014, 07:02:06 PM »
As a submerged focused practitioner you need 6 refresh to reach Control 10 Power 9 going staff akimbo. 

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