Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Mr. Death

Pages: 1 [2] 3 4 5
16
DFRPG / Weapon/Stunt idea: The Gunblade
« on: May 12, 2015, 11:27:02 PM »
Talking with a friend earlier about Squall's gunblade from Final Fantasy VIII, and how she plans to adapt it into Pathfinder, so it got me thinking of how it might work in Dresden. For those unfamiliar, the Gunblade is mostly sword, with a revolver as a hilt, and when the trigger is pulled, the cartridge inside goes off, the explosion vibrating the blade for extra damage. In the game, you had to time a button press with the character's strike to get the benefit. It's also said in-game that it's very difficult to use properly.

Now, as for replicating this in Dresden, firstly it's probably a Weapon:3 sword just on its own. I was thinking of a stunt for Gunblade Mastery to represent the good timing -- something like, whenever you roll a natural +3, add 2 to the weapon stress.

Thoughts?

17
DFRPG / Stunt idea: Redirect Attack
« on: April 27, 2015, 09:30:18 PM »
So, after playing a bunch of Sentinels of the Multiverse, I had an idea. There's a handful of ways in that game to redirect an attack away from a friendly target and into someone else, so how about:

Redirect Attack: After a successful defense against a melee attack, you can skip your next turn to attack another target using the Weapon rating of your attacker.

I'm stuck on whether this should act like Step Into The Blow, where you get to roll another attack immediately, or like Riposte, where you'd just use your defense roll as your attack roll. Wording may also need some work.

Thoughts?

18
Community Cork Board / Brothers of the Curled Isles
« on: February 11, 2015, 09:50:15 PM »
So I wrote a book for Nanowrimo this year, and after some refinement and editing, it's now fit for public consumption.

It's a fun and relatively light fantasy, where three princes and their cousin have to save their kingdom after they're each tossed to some far corner of it, alone and injured. I know it probably sounds kind of cliche when I put it like that, but give it a shot, you might like it. Available right now in soft cover and pdf, working on getting it available in ebook formats.

Ebook is up on the Kindle store.

19
DFRPG / Biomancy Medical Spells
« on: December 23, 2014, 08:51:20 PM »
So, kind of just thinking aloud here/looking for feedback on my wizard healer character for a friend's game. Wanting to suss out just how healing would work without leaning on sponsored magic, mechanically speaking, so I thought I'd jot down ideas for spells and such.

Also, yes, the healer does have the Doctor stunt and a high Scholarship skill.

Bandage
Healing mild physical consequences.
5 shift total
3-shift maneuver to numb pain (i.e., the target can tag it to counter a compel against the consequence)
2-shift maneuver to begin/accelerate the healing process (may not even be necessary -- mild physical consequences going away after a scene anyway)

Disinfectant
Healing poison
3+X shift total
3-shift maneuver to numb pain (if poison is indeed causing pain)
X-shift maneuver to counter the poison (cost dependent on what the strength of the poisoning is)

Strong Bandages
Healing Moderate consequences (Cuts and contusions)
7 shift total
3-shift maneuver to numb pain
4-shift maneuver to begin the healing process

Splint
Heal moderate consequences (broken bones)
10 shift total
3-shift maneuver to numb the pain
3-shift maneuver to support the broken bone (like numbing the pain, this is meant to counter a compel while it heals)
4-shift maneuver to begin the healing process

Surgery
Healing Severe consequences
14-shift total
5-shift maneuver to induce deep sleep
6-shift maneuver to accelerate the healing process once everything's put back in (should it be higher?)
3-shift maneuver to act as a "cast" or bandage, and protect wounds from further infection/reopening/rebreaking (countering a compel)

I'm unsure on the costs and whether they're appropriate -- I figure some of the 'numbing pain' ones may have multiples, or extended durations.

Also curious, would making an incision to start surgery be counted as inducing a mild physical consequence to help cover the cost of a spell?

General thoughts and ideas welcome and encouraged.

20
DFRPG / Fire Vs. Constructs
« on: November 11, 2014, 07:06:38 PM »
So I thought of this in the context of zombies, but given they're basically constructs, it applies to the broader category as well.

Fire erodes and cleanses magic, right? So would fire be considered a general catch for constructs? Or perhaps an aspect that can be invoked?

21
DFRPG / Handling Uber Ghouls
« on: September 09, 2014, 08:35:46 PM »
Looking at the mechanics, the Uber Ghouls' write-up doesn't quite match up to what we see in the books. Specifically, I'm referring to their recovery abilities. In White Night, they get blown to pieces, then start literally pulling themselves together moments later. Even Mythic Recovery doesn't let you do that in the middle of a fight, even if all the injuries you take short of Extreme are gone at the end of the scene.

So I'm thinking of a couple ways to handle this:

1. Instead of them taking consequences, they're simply taken out by massive damage but, owing to their nigh-unkillability, any kill that doesn't destroy their mass (like Ramirez' shield liquifies them, or burning them) means they can come back into the fray a turn or two later.

2. Replacing Mythic Recovery with outright Physical Immunity, and doing the 'limbs blown off and reattaching' bit as flavor. So, short of those attacks that disintegrate, you can't truly take them out, only maneuver them long enough to set something up or get away.

Thoughts?

22
DFRPG / Were-Bear? (There Bear)
« on: July 28, 2014, 04:07:05 PM »
So, I might be finally getting to actually play a game instead of GMing all the time, and I've decided to play a were-bear. I've given him Inhuman Toughness, but I'm not sure what, if any, Catch he should have.

I'm thinking of giving him some kind of Norse connection, if that helps.

23
DFRPG / Full Defense + Blocks
« on: July 25, 2014, 08:46:53 PM »
Should doing a Full Defense add the +2 to defensive blocks? Or should it just be defensive rolls?

24
DFRPG / Let's play a game.
« on: July 08, 2014, 03:13:48 AM »
Saw this post on imgur, and I thought, they'd make interesting Items of Power.

So that's the game. Let's see what inspires you from this set of images:

http://imgur.com/gallery/lxlGHgN

25
DFRPG / Picking up and losing powers mid-session
« on: July 02, 2014, 04:16:45 AM »
So, recent events in my game have brought up a question. I know, according to the game book, that picking up powers mid-session means you have to spend fate points equivalent to what you're picking up.

But what about removing powers? One of my players was, up to last night, playing a Knight of the Blackened Denarius, before a reality check hit him in the face, and he dumped the coin (right as he's about to fight -another- Denarian).

He'll be dropping Hellfire, a strength power, and a recovery power.

26
DFRPG / Mixing Foci - Evocation and Sponsored Magic
« on: March 13, 2014, 05:24:39 PM »
So, in normal evocation, the rules state that you can't get the same kind of bonus from two different focus items at the same time--if you have a staff and a rod that each have a +1 to offensive wind control, you can't use them both for a +2.

But does this apply the same way with sponsored magics. since you can "overlay" something like Winter Ice or Summer Fire on top of an existing Evocation element? What happens if you have a focus item tuned to boost your control roll +1 for Summer Fire and a blasting rod giving a +2 to control regular fire, and want to overlay Summer Fire on top? Can you use both foci, or do you stick by the aforementioned rule?

27
DFRPG / Props
« on: January 20, 2014, 03:46:44 PM »
Just out of curiosity, as I just started running a game with live people rather than online, what do you guys use for props? What I mean is, how do you represent fate points? Drawing out maps? Do you use miniatures for the characters?

I've taken to using poker chips for fate points, cards to sort of represent the characters (face up: In character; face down: Out of character), and I've picked up a dry erase board so I can draw out maps and such quickly.

28
DFRPG / When to use Social Conflicts
« on: December 18, 2013, 04:50:25 PM »
So, I'm starting up a new game with some folks, and while my previous groups were freeform roleplayers who were totally fine with eschewing social conflict entirely, my new group wants to include them (one has Rapport as her highest skill, and plans to have a stunt boosting it), so I feel like I need some advice.

Mainly, my issue is when and why it's appropriate to use them. Mainly, things like, should the PCs be able to have social conflict and succeed against things that would not consider them anywhere near social peers. Things like the Red or Black Court vampires and ghouls ("Why would I listen to what my food has to say?"), or powerful fae and other monsters (why on earth Our World gave Shellycobs a social armor stunt is beyond me).

So I guess the other issue is what is an appropriate scope for taking out someone socially. The only two social conflicts I've run have been about talking someone up for information.

So...halp.

29
DFRPG / Sponsored Magic Help: Runes and Outsiders
« on: August 12, 2013, 04:10:32 PM »
So I need a little help putting together a couple sponsored magics that two of my players want to look into.

First one, his character has a bond with a Valkyrie (long story short, the wizard was supposed to die, the Valkyrie started going through the soul-collecting motions, and the wizard woke up mid-way through), and he wants to look into using that bond to get Rune Magic. Partly to keep from duplicating a niche, and partly because the player wants to do something like Winter Ice or Soulfire that can be used to modify spells on the fly, I don't want to just use the Rune Magic write-up I helped make here.

So here's what I'm thinking: Lose the extra item slots, keep the ability to create runic items as in that write up, and have the rune magic create some structure/permanence to evocation spells (represented by a +1 to control of runic constructs). As for Evothaum, I'm not sure what kind of spells would be appropriate, besides wards. Thoughts?

The other player's a little trickier--he's looking to get his reckless young mage some kind of Outsider sponsored magic, preferably without breaking the laws of magic (so getting it will probably be somewhat involuntary). I figure the sponsor debt can more or less replace the aspect the character would get from the lawbreaker stunt. As for effects, probably a +1 in power to destroy, and some kind of bonus when used against magical defenses, either reducing toughness powers of certain creatures by a step, or a +2 to get through evocation blocks. I'm not sure what kind of evothaum there'd be (opening ways and destruction/transformation spring to mind).

30
DFRPG / Summer's capital?
« on: August 01, 2013, 11:53:10 PM »
So I know I've seen a topic on this before, but it was ages ago and I can't find it. Does anyone know (or have good ideas for) the name of Summer's capital and equivalent to Arctis Tor?

Pages: 1 [2] 3 4 5