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Topics - Mr. Death

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31
DFRPG / Wail of the Banshee
« on: May 07, 2013, 05:33:56 PM »
So I'm thinking of using a Banshee as a character in one of my games, and I'm mulling over what powers she should have. Flight, obviously, and some kind of supernatural sense about Death. It'd be a Fae (the "shee" in the name coming from the pronunciation of "sidhe" after all).

I'm pondering what to do with the scream. Possibly some reflavor of Incite Emotion (Fear)? Something like the Barabbas Curse, where whoever hears it is fated to die?

32
DFRPG / Evocation as Zone Borders
« on: February 09, 2013, 04:09:19 AM »
Does casting an evocation block to be a zone border mean you have to halve the shift value like armor? I ask because the zone border thing is listed with the armor option in YS, but at the same time the wording only specifies the armor.

For reference:

Quote
Optionally, instead of block strength, you can
opt to have the effect work as Armor or as a
zone border instead. If you choose the Armor
effect, the armor rating is equal to half (rounded
down) the shifts put into the spell. The advantage
to doing this is that the Armor effect only
ends when the spell duration ends—the armor
survives a bypassing attack.

33
DFRPG / In Brightest Day etc. etc.
« on: February 03, 2013, 04:49:12 PM »
So, out of idle curiosity, I'm wondering how exactly to price and model a Green Lantern Ring as an item of power. I'm thinking a +1 discount (it's distinct, but small and hideable), a sponsored magic (Hardlight as the evocation element, evothaum for constructs, tracking, translations, etc.), and Modular Abilities for things like flight, toughness, speed, and strength on the fly.

As for the charging, I'm thinking Human Form (involuntary) for the charge running out.

Any thoughts?

34
DFRPG / Explaining Thaumaturgy
« on: January 11, 2013, 04:54:05 PM »
So I've been hearing from some of my players that thaumaturgy is still confusing, even after as long as I've played. I'm looking for better ways to explain it in ways that will make sense and will be easy to remember. Anyone else run into this problem?

35
DFRPG / Online Battle Order Sheet
« on: December 24, 2012, 05:54:30 PM »
So, this is something I came up with to help my groups (all of whom meet online through mIRC) keep track of things during conflict scenes. And with the beauty of google docs, they can see me updating it in real time, and can check it quickly to see which enemies are wounded, who's got what aspects, and what order they're supposed to go in.

Anyway, me and my groups have gotten good use out of it, so I figured I'd share it--or at least the basic format of it--with the rest of you. Feel free to copy and use with your own groups.

https://docs.google.com/spreadsheet/ccc?key=0AgPUH3x69zQrdG53czdmcVVYMlVGek4wSHMyUTQ2SXc#gid=0

36
DFRPG / Adjusting to Canon
« on: December 06, 2012, 10:22:17 PM »
So, like many of the rest of you no doubt did, I bought Cold Days and swiftly devoured it to gain its power. As a GM, though, some revelations in the book threw a Kong-sized monkey wrench into the ideas I had for future scenarios (my main game is currently taking place around the same time as Ghost Story, for reference), meaning I've got to decide if I want to adjust those future scenarios to account for it, or to break off and go full-on Alternate Universe, ignoring the changes it brought to the status quo.

So I'm curious as to what others do in the same situation.

37
DFRPG / Round and Round (Black Hearts, stay out)
« on: October 23, 2012, 05:40:34 PM »
So I had a wild idea, inspired by a friend, for my next scenario. A 24-hour time loop in Groundhog Day/Window of Opportunity/Majora's Mask style.

Essentially, the PCs will be caught in the effect of a spell gone wrong, which will have them reliving the same 24 hours over and over until they figure out what's starting it, and I'm planning to make it a hell of a day--in the first iteration, I'm planning to have some huge tragedy happen in front of each of them that they'll later be able to stop.

The plan is to run through the day quickly in the first session of the scenario--issue a lot of compels to speed things along and keep them moving so they don't dwell too much. Then start the next session exactly the same way, and from that point on, divide the scenario into discrete periods of time and let them 'save' their progress.

So the first thing that's planned to happen is one PC's boss is going to go out, run into ghouls, and be brutally killed before that PC can get there. And in subsequent sessions, he'll be able to relive that, do things differently, and then when he gets through it in a satisfactory way, we'll 'save' the day's progress at that point, with the assumption that the character repeats what he did the one time things went well.

I think this could end up being a really awesome scenario if I can pull it off. I've more or less got the plot of the day scoped out, but I'm interested in hearing if anyone has ideas for how to pull it off mechanically and structurally.

38
DFRPG / "Well, they're screwed"--PCs getting in over their heads.
« on: October 08, 2012, 03:49:04 PM »
So, after last night's game, I thought it might be a fun thread to talk about times in your games where the PCs suddenly found themselves in well over their heads, whether they realized it or not. So if you've been a PC and you realize that your pure mortal cop just stepped on a dragon's tail, or you're a GM who finds a player accidentally provoked the end-game boss, put it here.

I'll start since, as I said, this is inspired by something that's happened in my game, which is at 12 refresh currently.

In the Scenario up to now, an apprentice-wizard PC has been framed for breaking the First Law and is in hiding from the Wardens. She's been collecting components for a spell to clear her name, while a friend of hers had to be rescued from a White Court vampire, so she sent her boyfriend, another PC who's a reformed thief now working with the FBI, who only learned about the supernatural the day before.

In the course of rescuing the friend, he stumbles on another wizard looking for the apprentice, but realizes she's not doing so on the up and up and follows her. Eventually, he tracks her to the scene of the crime, and sneaks up on her with a grapple (declaring she was Unaware and tagging that).

I was not expecting this, so I gave the player a fate point for the self-compel (one aspect deals with not knowing about the supernatural and the PC seriously didn't know what he was getting himself into).

Now, normally the grapple would put the PC at an advantage, if only momentarily--except the PC only has a Might score of 1, and rolled a total of 0 on the grapple. The wizardess he snuck up on is, unbeknownst to him, a -16 refresh character whose spells start at 6 shifts rolled from 5 or 6 depending on the element. And the thief has a Superb dodge roll and Great attacks, but a three-box physical stress track, no armor, no Discipline score and only a Weapon:1 knife to fight with.

Next week's game is going to be very interesting.

39
DFRPG / Hunger Reserves
« on: September 10, 2012, 05:37:01 PM »
So, I'm still trying to wrap my head around ways for Hunger stress and Feeding Dependency to make sense both in the rules, and with what we see in the canon of the story and the flavor text. This is, perhaps, veering into house-rules, but I think it's in the spirit of the system. It's in two parts.

I. Banking Hunger
This is, basically, having something with hunger stress do some prep work instead of hunger stress just being an after-the-fact, "I did this, now I have to eat" thing. In effect, this would look at your average vampire as a "baseline". Sort of like a human with an empty stomach, but who's been eating regularly. Using their powers makes them hungry, as normal, just like doing a day's worth of yard work would make you hungry.

But, prudent vampires can top up their reserves by maneuvering with their feeding skills beforehand, with each maneuver being taggable later on--either to boost a roll in combat, justified by tapping into those extra reserves, or to boost the discipline roll at the end of the conflict, justified by the conflict depleting the extra reserves, but not pushing you into hunger stress.

This would explain, for example, the fight with Lord Raith in Blood Rites--he can't feed, but he's moving quickly and healing rapidly all during the fight, probably using all the maneuvers he'd built up before he got neutered, but which he didn't want to use except as a last resort.

II. Trading in Hunger Stress for Bonuses
This one is more to deal with things like a vampire going all out, beyond their normal limits, during a fight, then being drained after (see Thomas vs. the Black Court vamps in Blood Rites). Essentially, this would be the vampire boosting some roll or another by trading in a hunger consequence--+2 for Mild, +4 for Moderate, +6 for Severe--during combat, which takes effect at the end of the conflict.

This, I think, works more in line with how we've seen White Court vampires work in the series, and allows the vampire more options in a fight. At the same time, it both makes the hunger track useful, and makes it more likely to actually cause a hindrance.

I was considering the idea of trading hunger stress for the bonuses, but that seems a little too powerful.

So, thoughts?

40
DFRPG / Wedding Gifts from the Sidhe
« on: September 06, 2012, 05:13:28 PM »
So in my scenario, there's a high profile wedding going on, and representatives from the local supernatural nations are invited (Winter and Summer courts and Monoc are attending--the Jade Court was invited, but respectfully declined) and I'm having some trouble deciding on wedding gifts. The Summer Court is going to offer some wildflower enchanted to promote the bride's fertility, the Valkyrie's going to bring a keg of mead (again, fertility) and a sword and shield (for the groom), but I've no idea what Maeve might bring as a wedding gift. Any ideas for something appropriately Wintery for the occasion?

If it helps, the scenario's taking place right around the same time as Ghost Story, and the couple are Inari Raith and Bobby.

41
DFRPG / What does Taken Out mean?
« on: July 20, 2012, 07:20:45 PM »
Thinking about Demonic Co-Pilot got me thinking...just what lasting effects should being taken out have?

Specifically, this comment by Becq:
The problem is that after using the belt for a short time, all someone would need to do is poke them and they'd keel over, having no consequences left to sacrifice.  I still hold that a Sponsor Debt-style system would be more fun, more playable, more balanced, and better reflecting the "reality", so to speak.
I was going to respond that maybe a Hexenwulf might forgo taking the consequences at all, and allow themselves to simply be mentally Taken Out right off the bat and 'giving in' to the demon, so to speak. But mechanically, how would that giving in be represented? Aspect changes? Temporary aspects?

And then I got to thinking, how exactly does Taken Out work for the other types of conflicts? Yes, I know that whoever does the taking out decides it, but how is it, or can it be, mechanically represented?

Does someone who chooses to be Taken Out by a blow to the head--getting knocked out--suffer no consequences, when he would have taken the Moderate Consequence of a concussion if he'd stayed in the fight?

42
DFRPG / White Council social activity
« on: July 09, 2012, 07:38:21 PM »
So I have an idea in mind for a scenario, and was looking for some brainstorming ideas.

Basically, I want to start the scenario with some kind of wizardly gathering, but not one of their serious business gatherings. So, aside from the occasional beheading or official meeting, do the wizards ever get together in a social context?

Like, is there a Warden's Ball? Holiday celebrations? Birthday parties for those wizards reaching their third digit? Really extended family barbecues? Apprentice graduation parties?

If it helps, the game I'm running takes place around Proven Guilty/White Night in the timeline, so any gathering would probably have to take the Red Court War into account in some manner.

43
DFRPG / So, two thaumaturgists walk into a ritual...
« on: June 26, 2012, 02:41:59 PM »
Putting aside all the other issues we're all discussing about thaumaturgy in another thread, my table and I are trying to figure out if and how two wizards' Lore scores should interact when starting up the ritual, i.e., how many shifts the characters start from when building up complexity.

So far, we've discussed three options:

A. Only one wizard's Lore score matters; other wizards can only contribute to the complexity through declarations, invokations, etc.

B. Combine the Lore scores directly, so if you're doing a Divination ritual with one wizard specializing so his Lore's effectively 6, and the other has a Lore of 4, you can do a 10-shift ritual immediately.

C. Pick one wizard as the "lead" in the ritual, use their full lore skill, and take half the Lore score of the assisting wizard, so the example in B. would let the pair cast an 8-shift ritual right off the bat.

What do you guys think?

44
DFRPG / Keeping Battles Interesting
« on: May 29, 2012, 09:43:25 PM »
So, in the game, you can get up to some pretty impressive levels of damage--powerful weapons, strength powers, spellcraft in general, so that any given character could theoretically be attacking and dodging at 5 (or even 6 or higher), and doing 5 stress or more each shot.

This, for me at least, makes it something of a challenge to create meaningful adversity in battle without resorting to giving the bad guys Toughness or Speed powers to compensate (I mean, even in the books, a handful of mortal goons can give anyone a little bit of trouble).

So what are some of the ways you guys even the odds against your PCs from time to time?

45
DFRPG / Evothaum + Focus Items
« on: May 20, 2012, 06:52:44 PM »
So, most sponsored magic allows you to cast Thaumaturgic rituals with the speed and methods of evocation (set power with Conviction, roll Discipline to control), and you can normally devote focus item slots to either Thaumaturgy spells of a given type, or Evocation spells of a given element.

So, my question is, if you have a character with a focus item for Thaumaturgic rituals, and a sponsored magic that allows that type of ritual to be cast with Evocation's speed and methoids, does the focus item still contribute to power/complexity or control?

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