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Messages - Todjaeger

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31
DFRPG / Re: Mechanic Idea: Equipment
« on: July 07, 2013, 09:27:38 AM »
Honestly reading this it sounds more like a Resources management issue and not an equipment issue.  As Sanctaphrax mentioned most of those items are publicly available assuming one has the funds to purchase them.

Not that this is an advertisement, but specialty equipment websites like galls.com have police/fire/ems equipment, many pieces of which would be of interest to characters.  A paramedic (ALS) level medical kit, complete with everything but the drugs and oxygen (it will have the O2 tank) can be purchased for around $500.  That puts such a kit at an Average (+1) Resource roll.  For those characters with Good (+3) Resources, they wouldn't even need to make a roll, they could just declare that had it, assuming the situation was reasonable.

An example of an unreasonable situation would be for a player to declare their character has such an ALS kit immediately after another character gets hit (suffers a Consequence) during a firefight, as the party is escaping after having been captured.  However, if the party hadn't been captured and was instead attacking a facility, such a declaration from a player would IMO be perfectly fine.

Now looking online, the US Cavalry site has Cavalry sabers for sale for around $100, a wooden Louisville Slugger baseball bat can also be purchased for about the same price.  Both items would be considered melee Weapon: 2 items.  Both can be easily purchased legally.  However, neither item is very easy to hide, and characters would likely have some explaining to do if they came across a police officer with them, and it would not be unreasonable for a member of the public to call the police and report, "there's a man walking down the street wearing some kind of hooded cape carrying a fr*gg*ng sword!"

As a GM, I feel free to use normal responses to foil player's actions and ambitions.  For example, when I ran the Sleepy Hollow game, a player thought it would be brilliant for his character to try and shoot out the tires of a van used by the bad guys, in downtown New Haven, CT at 5pm.  The player was quite surprised and a bit dismayed when suddenly large numbers of heavily armed police started to show up, looking for the reported shooter.  There is also the option later on for the forensic evidence to be used to tie his character's gun to the van shooting.

The other thing which I do, is I use a variant of the Bulldogs! rules for Resources.  Basically I take Resources and make it an ability which every character has, but is no longer tied to the character's skill points.  This makes it much more difficult for a player to raise it, so that players can't have their characters solve problems by drowning them with money.  Let's face it, a Chest Deep campaign would allow a character to have Resources of Superb (+5) which means that items with a value of Good (+3) or $5,000 without even rolling.

-Cheers

32
DFRPG / Re: Glamour Veils - requires concentration or not?
« on: June 09, 2013, 06:52:56 AM »
Veils last for an entire scene or until beaten.  However, it is important to remember that the veil works both ways, with the creator of said veil facing a block of half the veil's value.

Not exactly.  For an Evocation-based Veil a +2 increase to the complexity of the spell eliminates the half-strength Block the caster would normally have to see out from within the Veil.  In other words, if the caster wanted to have a Veil which could be seen out from without issue, with a Block strength of Superb (+5), the complexity to cast it would actually be Epic (+7).  It would cost even more to add duration onto the Veil.  This is from YS276.

The way I read the description for Glamours on YS166, the Minor Veils which can be created use either Deceit or Discipline (creator's choice) to determine the effectiveness of the Block.  The downside for Glamours is that a character doesn't get any bonuses due to element specialization or focus items that would improve their Discipline rolls.  The upside for Glamours is that Conviction is not needed, and the character using Glamours to create a Minor Veil around themselves doesn't take Mental stress.

-Cheers

33
DFRPG / Re: OFFICIAL Harry Dresden Statblocking Contest
« on: May 31, 2013, 08:48:54 PM »
Ok, here is my take on Harry Blackstone Copperfield Dresden, as of the start of Changes.

High Concept Aspect:
Warden of the White Council
Trouble Aspect:
He Died doing the Right Thing is my epitaph
Other Aspects:
My Mother’s Silver Pentacle
Epic Wise-ass
Bound to Demonreach
Not So Subtle, Still Quick to Anger
The Grasshopper is my Apprentice

Skills:
Alertness: Good (+3)
Athletics: Good (+3)
Burglary; Fair (+2)
Contacts: Good (+3)
Conviction: Superb (+5)
Deceit: Fair (+2)
Discipline: Great (+4)
Empathy: Average (+1)
Endurance: Great (+4)
Fists: Average (+1)
Intimidation: Great (+4)
Investigation: Good (+3)
Lore: Great (+4)
Presence: Average (+1)
Rapport: Fair (+2)
Scholarship: Average (+1)
Stealth: Average (+1)
Weapons: Fair (+2)

Stunts:
Listening (Investigation): +4 to rolls to hear things , but Alertness drops to Terrible while Listening.

Powers:
Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [–0]
Sponsored Magic (Soulfire) [-3]
Wizard’s Constitution [–0]
Lawbreaker (First) [–1]
Refinements x4 [-4]
Specializations:
Evocation: Elements (Air, Earth, Fire, Spirit);
Power (Earth +1, Fire +1)
Thaumaturgy: Control (Divination +1)

Rote Spells:
Fuego (fire attack , five shifts): directs a tight beam of magical fire (Weapon: 5) at a target. Requires his blasting rod to cast.

Shield (spirit block, six shifts): creates a hemispheric shield in front of Harry ’s wrist and acts as either Armor or a
block. Usually, Harry uses one shift for persistence, so he can do something else in the following exchange without
renewing the shield. Requires the upgraded shield bracelet.

Forzare (spirit attack as force, four shifts for a Weapon: 4 attack): sends out waves of force attacking a nearby
enemy. Has the added benefit of not setting everything on fire.  Usually.

Focus Items:
Staff (+1 Offensive Control for Spirit)
Blasting Rod (+1 Offensive Control for Fire)
Upgraded Shield Bracelet (+2 Defensive Control for Spirit, +1 Defensive Power for Spirit) - uses two slots

Enchanted Items:
Four linked, triple-banded Force Rings (force attack Weapon: 3 usable 4 times per session) -uses two slots
Harry's Leather Duster (Armor: 3, usable once per session, can be used by others) - uses five slots
3 slots kept open for potions and other “consumable” items.

Stress:
Mental: OOOO, +1 Mild Consequence
Physical: OOOO
Social: OOO

Total Refresh Cost: –16

Notes:
Since the end of Storm Front up to the beginning of Changes, there have been approximately four Significant Milestones and seven Major Milestones.  Little Chicago was excluded from the list of Focus and Enchanted Items because that seems to be more of a plot-level device, at least for now.  It also could be modeled as a form of long duration Thaumaturgy ritual intended to aid some Divination rituals.  For similar reasoning, the $3,000 summoning circle that Harry had svartalves craft and engrave for him with twisted bands of iron, copper and silver was also excluded. 

-Cheers

34
DFRPG / Re: Vroom! Car Chases in DFRPG
« on: October 04, 2012, 04:30:17 AM »
Road Wars, once it gets uploaded, includes some rough rules for a car "race" similar to these rules for car chases.  Unfortunately there is currently some issues with the host account, so uploading it has been delayed a bit.

-Cheers

35
DFRPG / Re: Pre-gens?
« on: September 20, 2012, 04:49:36 AM »
If need be, I can put 'em up for you. Want me to?

They are largely written up.  They just need a spell check & re-check of skill/Refresh allotments.  Then conversion to PDF and upload onto the site hosting the other files.  Since the characters are tied into the games Witch Trial and Boom Town, it's taken some time to get everything else out of the way.

36
DFRPG / Re: Pre-gens?
« on: September 19, 2012, 04:18:52 AM »
The Spare Character Concepts thread is your friend.

There is also Submerged level Warden war party to get uploaded, as well as a half-dozen colonial Puritan ministers/witchfinders.

So little time, so much to do.

-Cheers

37
DFRPG / Re: Pre-gens?
« on: September 19, 2012, 03:25:37 AM »
Sorry for the delay.  Here are some Feet in the Water-level partially pre-generated characters.  More to follow as time permits.

Blair Roth
Dani MacNamara
David Koopras
Ed Kipper
James Molnar
Nate Barrowill

38
DFRPG / Re: Pre-gens?
« on: September 13, 2012, 03:33:19 AM »
You're spoiled for choice here, honestly.

Even if there's nothing in the Spare Character Concepts thread, there are oodles of playable PCs in the play-by-post section. Just look for threads that say Character Creation.

And if you're willing to dig, there are playable characters all over the place. My Character Request Game thread has some, the generic NPC thread has some, the various campaign settings in the campaign setting thread have some, and so on.

It's here. Unfortunately it lacks pregens.

Pre-gens should be getting put up for it on Sunday.  When time permits, a small library of pre-gen character will appear online.

-Cheers

39
DFRPG / Re: Any Reccommendations For Pregenerated Adventures?
« on: August 30, 2012, 05:04:10 PM »
Oh, and just because a player sent in a joke which got someone thinking.  Thinking bad thoughts no less.
Fed Hex

Will also be making an appearance as a scenario

40
DFRPG / Re: Sponsored Magic and Hexing
« on: August 29, 2012, 06:53:50 AM »
I'm inclined to take a somewhat opposing view, but that isn't just to be contrary.

By that I mean there is a "right" answer vs. a wrong answer in terms of Sponsored Magic and Hexing.  Namely, the "right" answer is what works at your own gaming table.

Having said that, I do have my own thoughts on Hexing.  Hexing basically breaks down into two types, these are deliberate Hexing and accidental Hexing.  Any type of magic can/should be able to deliberately Hex something.  The accidental Hexing should really be limited to mortal magic, and possibly Hellfire Sponsored Magic.

There have been a few instances so far in the novels and short stories where one type or another of non-mortal magic was used to deliberately disrupt technology.  There has also been a few very clear examples where non-mortals who had potent magic didn't suffer the ill-effects of accidental Hexing that occurs to Harry.

In Last Call for instances,
(click to show/hide)

That sort of thing does make me think that a mortal instrument of sponsored magic isn't going to suffer from accidentally Hexing things, unless doing so fits within the Agenda of the Sponsor.  Hence my inclination to have that applicable to Hellfire, since that is about chaos/disruption/destruction and also not being very nice to anyone, including those who wield Hellfire...  Now if the person with Sponsored Magic was also a practioner (or had Mana Static), then they could still accidentally Hex things, but that would be because of something innate to them, and not because of a Sponsor.

-Cheers

41
DFRPG / Re: character help
« on: August 26, 2012, 04:02:49 AM »
The first question which springs immediately to mind, is what is the power level you're starting out at?

So far, the powers as listed cost 7 Refresh.

A few thoughts on those powers though.  My impression of Swift Transition was that it was intended more as a power for entities of the Nevernever, whom normally can only cross to/from the mortal world in areas where they have an affinity, like the parking lot of a Bass Pro Shop for the Erlking.  Swift Transition enables an entity to cross to or from the mortal world anywhere, unless restrained or if the area is protected somehow (Threshold, Ward, Circle, etc). 

What might be a better fit for a mortal would be World Walker, which would also give a bonus to Survival rolls when moving through the Nevernever.

Also Balefire seems to be more a form of Sponsored Magic, possibly the Erlking's equivalent to Seelie or Unseelie Magic.

-Cheers

42
DFRPG / Re: Any Reccommendations For Pregenerated Adventures?
« on: August 24, 2012, 05:24:13 AM »
I have read all 3 of the pregenerated adventures at Drive Thru RPG as well as the Sleepy Hollow adventure. My google searches are failing me in finding any more. Does anyone know a website or a thread that has some pregenerated adventures?

There should be a few more One Shot games appearing within the next month or so...  More to come as time presents itself.

Tentative titles are:
These Bones
Road Wars
Witch Trial
Boom Town
Black Books
Dark Days

-Cheers

43
DFRPG / Re: Evocation-based sleep spell cast in Combat
« on: August 18, 2012, 06:06:22 AM »
The Gatekeeper does it in TC, but he's really strong, and has a lot of weird & possibly-unique tricks.

The Gatekeeper certainly did some sort of mental attack in TC which put several people to sleep, with Harry (just barely) managing to raise his mental defenses to fend off the sleep compulsion.  However, the Gatekeeper might well has used some form of Thaumaturgy (psychomancy?) to launch the attack, since Harry didn't initially realize the attack was underway.

-Cheers

44
DFRPG / Re: Evocation-based sleep spell cast in Combat
« on: August 17, 2012, 05:56:18 AM »
I like this and this is why:  the person is asleep.  Loud noise would wake them (block vs perception), any stress would wake them etc...

I'm not sure a sleep spell is an automatic take-out.  I wouldn't think it would be ultra-useful in combat.  It'd be great for sneaking past guards or other non-combat situations.  It would have to be a VERY powerful sleep spell to make sure the person doesn't wake in the middle of everything going on in combat.

EDIT: YPU makes a good point regarding consequences as well

Part of the whole issue I've been running into with modelling the spell is that a player wants to have a sleep-type spell which they can cast in combat, specifically to put a target to sleep during combat.

This came up during an actual game, and as a bit of handwaving, I let the player do this, albeit it took the player several castings before they could put the target to sleep so that they player could capture the target.  The other part of this is that I didn't have the target (who is a significant, recurring NPC) take any consequences to avoid falling asleep and then being captured.

Went I sat down afterwards to determine how effective sleep spells would be in the future, that's when it appeared that sleep-type spells wouldn't be particularly effective, especially in combat.  A sleep spell cast as a Maneuver on a target, so that a night watchman can get a Temporary Aspect of Sleepy, or as a sleep-based Block on actions seems workable. 

But future attempts to use Evocation to put a target to sleep in a fight doesn't seem workable, except possibly against mooks.  I just wanted to double check to make sure I wasn't missing anything.

-Cheers

45
DFRPG / Re: Evocation-based sleep spell cast in Combat
« on: August 16, 2012, 05:03:07 AM »
Severe Consequences also don't just up and evaporate after a good night's sleep.

The Stress and Consequences track is part of what is causing me some trouble in terms of modelling the spell.

The desired end result of the spell is effectively a Taken Out result, in the form of the target being Taken Out via sleep.  Unfortunately, if the target is resisting being Taken Out (and why wouldn't they resist?) then sufficient Stress needs to be caused to force a Taken Out result, with the attacker flavoring the result with Sleep as opposed to dead.  The target would still have to 'pay' for any consequences they took attempting to avoid being put to sleep.

Unless of course the target opted to Concede and allowed themselves to be Taken Out instead of taking any Consequences.

-Cheers

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