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Messages - Cadd

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391
DFRPG / Re: Interacting with ghosts?
« on: March 15, 2013, 09:30:13 PM »
Thanks for the input, I'll discuss with the player (who is even newer to the system than I am, unfortunately) and see what we'll come up with.
From the suggestions here, I take it there are essentially these options:
Sponsored magic - this will most likely not be used, as the player doesn't want to play a spellcaster.
Ghost Speaker, possibly with an upgrade
A "reworked" Marked by Power that give this ability instead of its usual social effects.

Would you all agree that a -1 refresh cost (either as an upgrade or rolled into an existing power) would be appropriate, and not too cheap?

392
DFRPG / Interacting with ghosts?
« on: March 15, 2013, 08:46:58 PM »
In the game I'm about to kick off, one of the players are kicking around an idea of playing an Emissary of Cerberus/Garm, essentially a local "deputy" that Cerberus sends after people mucking around with the dead (mostly necromancers) and occasionally regular ghosts.

In order to physically interact with ghosts in the mortal world, OW p56 says three things are required: Some form of magic, knowing the ghosts name, and speaking that name out loud.

Would it be cheapening things too much to allow the power Ghost Speaker to also allow physical interaction with ghosts, thus bypassing the necessity of knowing its name? Of course, they would be able to affect the user physically as well, with no need to further materialize.

393
DFRPG / Re: Invoking your own consequences?
« on: March 11, 2013, 03:54:24 PM »
Ah, check!

Thanks for the input!

394
DFRPG / Invoking your own consequences?
« on: March 11, 2013, 02:43:22 PM »
I've been thinking a bit, but I can't find anything in YS about it:

Consquences are temporary Aspects, right? So it should be possible to invoke one for a bonus?

Of course it would be very hard to justify invoking a physical consequence during a fistfight, but how about a "Bruised" consequence when trying to puppy-eye manipulate someone into letting you in "because I really need the company, and I don't feel safe at my place"?

Or a character with regular aspects representing a short fuse "ending" a social/mental conflict by taking a consequence "At the point of violence"; followed by throwing a punch tagging the consequence?

I can't find a rule against it, and as long as they make narrative sense I figure it's green; but on the other hand consequences are there to represent damage you've taken and as such is a hindrance, not a boon.

395
DFRPG / Re: Jade court
« on: March 07, 2013, 02:18:26 PM »
That... was a really cool take on vampirism! I like it!

What weaknesses did the author give them?

396
DFRPG / Re: Sensory-replacing magic?
« on: February 21, 2013, 06:34:54 PM »
Oh, nice! Thanks for the Soulgaze-through-handshake idea! Love it, and I think it can go over really well with the player aswell!

Thanks for all the help, I have some solid stuff to work off now :D

397
DFRPG / Re: Sensory-replacing magic?
« on: February 21, 2013, 03:25:15 PM »
I hadn't specifically thought that here eyesight-replacing magic was going to be later replaced by The Sight, but the plans are to have the character ultimately develop the full Wizard package.

For the eyesight-replacement I was thinking describing it as the latent magic supercharging her senses of touch and hearing enough to let her build a three-dimensional image of her immediate surroundings from non-visual senses, so no capacity to notice colors, only very limited ability to notice textures without touching and rapidly getting "fuzzier" at any distance more than 20 feet or so, but on the other hand more aware of what's behind her than others and sometimes able to notice things just around bends.

When she eventually develops (or rather discovers in-character) The Sight I was thinking letting it practically give her actual eyesight along with it, to make it all the more enticing to use. ("I can see colors, for God's sake!")
As for Soulgazes, my idea was for her to simply not be able to initiate a soulgaze before figuring out a way to use another sense. It could be an interesting thing that her nature as wizard (once it's fully realized) will make anyone locking eyes with her trigger a Gaze, but she can't actually willingly make it happen herself. Only later, after studying, she figures out a way to use touch - maybe touching someone else's eyes, or maybe "third eye" could trigger it.

The Soulgaze bit I'm not entirely sure of though, so I'd love input on that!

398
DFRPG / Re: Sensory-replacing magic?
« on: February 21, 2013, 01:14:18 PM »
Thanks for the help, everyone! Some really awesome suggestions, and I think we'll probably run with simply having Aspects (probably HC, maybe Trouble aswell) to describe her different sensory input (Compel/Invoke when it differs drastically from regular sight), narratively "explained" by her having a magic ability (leaning toward Evocation), but another Aspect stating that she's unaware of her real potential.

This way, she gets to "see" roughly what everyone else does (cutting down metagaming), and can easily grow into her magic later (by gradually changing the aspect blocking it from use).

Does this seem like a manageable sollution?

399
DFRPG / Sensory-replacing magic?
« on: February 19, 2013, 02:44:26 PM »
I'm slowly prepairing to run my first DF (or FATE, for that matter) game, and one of the players are kicking around a very interesting concept.

A blind character, born seeing but with some kind of disease or damage that made her lose her sight before ~2 years old. Magically talented but not properly aware of it, her magic has been making up for her lost eyesight, but when she realises (probably needs someone to give her the idea, even) her talents are much broader than that she will be able to start affecting more and more, essentially growing into her magic in game.

The inspiration started off with Agent Tilly (Changes), who uses a magical talent for recognizing lies without realising it's magic.

How would you represent this mechanically?

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