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Messages - Todjaeger

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16
DFRPG / Re: Champions and Thresholds:
« on: August 28, 2013, 04:53:19 AM »
Thanks for the feedback.  Not having put the scenario together yet (it's still just an idea) I'm not quite sure how I'll have it work.

From the Dark Shadows movie, since Barnabas Collins was turned into a 'traditional' vampire (i.e. Black Court most likely, Red Court at the very least) via a curse, then he wouldn't be able to create a Threshold.  Also, since he was buried in a box for two centuries he doesn't get recognized as a member of the family immediately and the Threshold would keep him out without an invitation.  Once becomes recognized as a member of the family (much like Morty's ghost-ancestor) he'd be able to pass through the Threshold without an issue.

For a mortal, I think the way I'll handle it is if there has been a significant passage of time for the Threshold to be maintained or grown without the involvement of the person who was missing, then unless one of the people who live in the home and sustain the Threshold consider the place the home of the mortal, the Threshold would also apply.  At least until they start living there or are considered to live there by the rest of the family.

-Cheers

17
DFRPG / Re: Champions and Thresholds:
« on: August 26, 2013, 06:50:58 PM »
So here's a question for everyone.  How would the Threshold of a home react to someone supernatural who had called the place home but been missing/held captive for a long period of time and was now attempting to return and re-enter?

The recent movie Dark Shadows is what got me thinking about it, with a vampire imprisoned for two hundred years returning to the manor his father built and which his family still owns and lives in.  This could also occur/have occurred to people who enter the Nevernever, with time there potentially moving much slower than in the mundane world.

I haven't come to an opinion yet on how I think such a Threshold would react, but I'm looking for the opinions of others and/or a Word of Jim.

-Cheers

18
DFRPG / Re: Is this enchanted item too powerful?
« on: August 26, 2013, 06:36:21 PM »
So that's 8 times a +4 to the roll? I'd seriously question that. If the enchanted items create aspects, and those aspects are applicable to pretty much everything, I'd veto it entirely. Make different items that have situational applications and all is good. If you can shove the game into a direction so you can use all of them, kudos to you.

Then there is another issue. Maneuver spells usually require an action to be used. I could see an item every now and again that allows you to simply use the aspect it would create, if it makes sense, but I would not let players create enchanted items that only do this. They should be the exception, not the rule.
And if you have to spend an action to create aspects, other people can use their action to remove the aspect or at least remove your tag on it. Especially if you create 2 aspects simultaneously, which means each aspect can be removed with significantly less effort than if it was only one. After that, it's not going to be nearly as powerful.

Two things keep coming to mind with the discussion about using Enchanted Items to provide bonuses.

The first, (which people seem to be overlooking) is that the RAW allows an Enchanted Item to store/cast one single spell. *Yes, a Warden Sword is an Enchanted Item with two different functions but that is a special case.  Depending on the GM and table choose to interpret or allow, this means the Enchanted Item can only cast one spell which either could only do the same Maneuver, or it might be allowed to perform different, similar Maneuvers.  In other words the Enchanted Item couldn't be used to perform a Maneuver to knock over a case of ball bearings to create a Temporary Aspect: Unsteady Footing and then at some other point do a completely different Maneuver to create a fog cloud for a Temporary Aspect: Obscuring Mists.

The second is that Maneuvers to create Aspects are either opposed rolls (much like an attack roll) or against the environment.  In a number of cases, a difficulty of Good (+3) will allow the creation of a Fragile Temporary Aspect against the environment however that isn't true in all cases.  Using the example above of creating a fog cloud, in an area with plenty of water/moisture and cool air that could quite easily be only a Good (+3) environmental difficulty.  However, trying to create the same sort of fog cloud at high noon in Camp Kaboom, New Mexico...  That would likely a Fantastic (+6) or greater difficulty.

The variations in difficulty depending on circumstances are important because what the Enchanted Item can accomplish (shifts of difficulty) and number of uses is set at the item of item creation or the appropriate milestones.

In the example given by InFerrumVeritas, the +3 item 3x per session would allow Temporary Aspect creation via Maneuvers three times per session without causing Mental Stress, assuming the environmental or opposed difficulty was only Good (+3) or less.  However, if the difficulty for any of the attempts was Great (+4) or better, the Maneuver would fail, the attempt used up, no Temporary Aspect created, and using the Enchanted Item to maneuver would require the character to use an Action.

If the players are creative, then they might come up with spells for a maneuver which is fairly broad, allowing more frequent application when creating Temporary Aspects, but in general I would consider using an Enchanted Item like this inefficient or wasteful.

-Cheers

19
DFRPG / Re: Is this enchanted item too powerful?
« on: August 24, 2013, 06:50:46 PM »
I concur with Mr. Death.  An enchanted item can be thought of as an item which stores a spell, with the effect of the spell being dictated by the desires of the player and what they can accomplish with their Lore.  Now using an enchanted hand mirror to duplicate the effects of Abby's supernatural power A Few Minutes Ahead could be done but that doesn't provide her a bonus to Defense, nor does it take the place of a Defense action.

From OW99

Quote
A Few Seconds Ahead (Minor Ability) [–1]: Abby can use her Lore skill to get a reasonably accurate picture of events 1-2 seconds ahead of now (limited to what she will personally experience in those moments). She may roll her Lore skill to defend against physical or social attacks or maneuvers.

Reading from the description, the power allows her to use her Lore skill to defend against physical & social attacks, instead of the normal Athletics, Empathy, Fists, Rapport and Weapons skills. 

It could work to have someone with an item which allows them to have a new Trapping for a skill, but that is more the sort of thing achieved with an Item of Power, since Stunts which cost Refresh are what provide for new Trappings, and the player is effectively trying to replicate a Supernatural Power (which again, costs Refresh).

Now if the player is just looking for something to aid or replace their character's defenses look at the examples given by Mr. Death for how it would work, or look in the novels for info on Harry's enchanted leather duster.

-Cheers

20
DFRPG / Re: Champions and Thresholds:
« on: August 16, 2013, 02:55:20 PM »
That's basically true anyway. It would take a seriously powerful creature to break in to St Mary of the Angels.

Or the Carpenter's home for that matter.  It was suggested by Harry in Ghost Story that the Threshold on the Carpenter's home is the greatest in the world, and IIRC he suggested (somewhat jokingly) that it might be viewable from space like the Great Wall of China.  Also keep in mind there is a CPP detail of something like a dozen angels in and around the house.

-Cheers

21
DFRPG / Re: Modeling intellectus?
« on: August 11, 2013, 03:50:58 AM »
Harry has intellectus, so obviously it's a PC-appropriate ability.

Especially since it's really not that powerful when it's that limited. I'd much rather have Evocation than complete knowledge of Demonreach's geography.

It's a start.

I'm not sure I'd want to link to knowledge skills like that, though. And I think it might deserve a little more oomph.

I'll post my take later today or tomorrow.

Actually Harry doesn't have Intellectus

Another Cold Days spoiler
(click to show/hide)

Lastly, when Harry casts the sanctum invocation in Turn Coat and asks Morgan questions about some of the after effects since he's know getting all sorts of useful (albeit minor) information about the island and Morgan first mentions the possibility of Intellectus, Morgan makes a comment to the effect that the genus loci must be absolutely ancient to have developed Intellectus.  Again implying that it isn't Harry that has it, but the entity itself.

-Cheers

22
DFRPG / Re: Modeling intellectus?
« on: August 10, 2013, 07:31:36 AM »
The first question which comes to mind is what actually has Intellectus?

From the novels, certain ancient genus loci might develop a limited Intellectus confined to knowledge and awareness within the confines of their location.  Otherwise certain powerful entities, specifically some at the top of the scale of the supernatural heavyweights (archangels, Mother Summer & Mother Winter...) have it.

The reason I bring that up, is that seems to suggest that Intellectus is really more a plot level device, as opposed to a supernatural power.  I certainly wouldn't let a player develop or have Intellectus, though I might allow them to bind themselves to an entity which has a limited form of it.

Cold Days spoiler below:
(click to show/hide)
 

One of the things which should be appearing in the upcoming Paranet Papers are rules for creating golems or constructs like the Wardhounds.  Based off the hints I've gotten so far, I'm working on adapting them to allow for the creation of a "Jarvis"-like programmed intelligence which could be built into a Ward.

-Cheers 

23
DFRPG / Re: Troll Help?
« on: July 26, 2013, 05:08:19 AM »
An idea that I'm going to be presenting to (ok, inflicting on...) players is a pair of trolls that each attempt to dominate the same standard bridge with foot and car traffic.  The bridge itself happens to be on a straight-ish section of roadway in New Haven which passes through a park that some of the kids have started to use for late night street races. 

Naughty children, crossing a bridge are fair game per the Unseelie Accords and have to 'pay' the troll...

Also given the amount of carbon-fibre and other composites in some of the street racers to reduce weight, hitting a troll with a car might not satisfy the Catch: Iron...

So far it's going to be a green troll like Gogoth and a blue troll named Gilgoth competing for control of the bridge.

Now looking at San Francisco and some of my notes from the playtest, there are a few potential areas within Golden Gate Park which might be suitable.  It looks like there's an island in the middle of Stow Lake with two connecting footbridges which might do.  Especially if there is any potential late night foot traffic.

Also just off Medical Center Way as it passes through the Mt Sutro Open Space Reserve there is the Fairy Gates Trail...

-Cheers

24
DFRPG / Re: Most Interesting Reasons for Powers
« on: July 25, 2013, 04:54:34 AM »
Perhaps the most interesting character I've come across is a young, ten year old Icelandic boy who is a wendol, being able to borrow (or steal) the powers of others by consuming their flesh if living, or absorbing part of their spirit if dead.

-Cheers

25
DFRPG / Re: Troll Help?
« on: July 25, 2013, 04:28:17 AM »
I would imagine that a troll wouldn't be interested in a bridge if it didn't have much in the way of foot traffic.  If all a bridge carried was vehicles or rail cars, not much for them to eat.  Also if the bridge was mostly made out of iron or steel, then it wouldn't be much good for a troll either.

Now if there are areas of reinforced concrete or wood, then they should work for a troll just fine.  Likewise if the bridge frequently has poor visibility due to fog, that should give trolls the opportunity to get 'takeout' when they're hungry.

26
DFRPG / Re: Does "Calm Blue Ocean" work on Hunger rolls?
« on: July 24, 2013, 06:00:21 AM »
Of course.

If you're especially good at keeping your cool mentally, why wouldn't it apply to seeing something mind boggling?

Calm Blue Ocean means you're better at keeping control of your emotions. 

From YS151
Quote
Calm Blue Ocean: You are skilled at keeping your emotions in check. Gain +2 to Discipline when rolling to keep emotions under control.

On using the Sight (YS223) the Discipline roll is to defend against the strain of Seeing the true nature of things.  The ability to keep calm IMO wouldn't really help with something like that.

-Cheers

27
DFRPG / Re: What are your favorite aspects?
« on: July 21, 2013, 12:08:04 PM »
I think the one I had most fun with was a camp counselor with the following Aspects and powers.

HC:  The All-Seeing Perve
I Spy, with my Third Eye

Trouble: Curiosity Killed the Cat

He of course had the powers of the Sight, and Supernatural Senses allowing him to see through drywall, plywood and wood planks...

28
DFRPG / Re: Partial Pregenerated Characters & NPC's
« on: July 19, 2013, 07:52:05 PM »
Sure thing, so far 49 characters of various templates and power levels have been uploaded.

If people have questions, comments or suggestions, please let me know.  Also people are looking for certain types of characters which aren't in the list, again please let me know and I can take a crack at creating them.  Right now there are about a dozen Colonial era characters left to go over, then upload.  After that there are about 47 different character ideas which just need creation and uploading.

Again, everyone please feel free to use these as NPC's, pre-generated characters, the opposition, whatever.

-Cheers

29
DFRPG / Partial Pregenerated Characters & NPC's
« on: July 17, 2013, 07:44:57 AM »
On a campaign website, there is a listing of characters with names and (very) brief descriptions.  The campaign site is also in the process of adding more characters along with links to PDF's of the characters.  The campaign author has made the PDF's public so those looking for spare characters/NPC's can download & print them.  They are also handy to use for convention games.  Each of the characters which has a character sheet uploaded & linked will have in the brief description the character's power level, template, and Pregenerated Character.  As time progresses, the list will grow since there are something like 55 characters already created and awaiting upload, with another 40 or so awaiting creation.

http://www.epicwords.com/butcherednewhaven/npcs

-Cheers

30
DFRPG / Re: Mechanic Idea: Equipment
« on: July 07, 2013, 05:27:25 PM »
Ok, if you're using the Dresden Files rules to run a superhero game, then sure some of the mechanics would be different.  If you haven't already, you might want to take a look at Fate Core.

As others have already mentioned, things like Claws and Breathe Weapon a character always has (unless part of an IoP...) but they can also be re-skinned into fangs or other type melee and ranged attacks.  Yeah, a gun can be used to fire bullets, or maybe even some of the specialty rounds (bean-bag, pepper spray, Dragon's Breath, etc) but their ammo is limited and guns can be taken away.  Also depending on the threat/opponent, bullets might not even be effective, but a character that can shoot lasers, breath fire, spit acid, etc can be a bit more flexible.

Given the role of technology and equipment in many superhero games though, it might make more sense to look towards Fate Core for some help, rather than construct a rules set for Dresden Files.

-Cheers

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