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Messages - JayTee

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31
DFRPG / Custom True Faith powers for review
« on: June 24, 2014, 08:06:32 AM »
Some faith powers I've cooked up. Do note that I do not have the greatest mechanical chops with this system, so consider these powers to be a rough draft. Critique is more than welcome in order to get them in to a place thats balanced in the game and represents the idea that I'm going for.


The goals in mind with these powers were

1: To give True Believers a set of powers that would grow stronger with the character, letting them continue to operate alongside Casters and Shapeshifters (the two most common player types, I've found) and their continuing applications of Refinement of adding on more creature features.

2: Find some way to mechanically emulate the effects we see or hear about in the books, but aren't really possible at the moment with the current powerset (Murphy carving her way through a sea of vampires in Changes, Michael facing down a dragon and winning)

3: Find a way to produce the former two while keeping in mind how faith powers are usually represented in the books: "Coincidence is on my side", as commented on several times by Harry and seen a few times. "Subtle but very powerful", we rarely see very many flashy displays of holy power, but we see a lot of True Faith people doing a lot of crazy awesome stuff. "works best against the supernatural", it's been a general theme that faith powers are really meant as a force multiplier against non-mortal forces, and his largely important against people with free will.



Providence tries to invoke the feelings of "Coincidence is on my side" and "subtle put powerful".  It's also meant to work alongside the Righteousness and Holy Touch powers, letting you spend Fate Points on things that you really want to spend them on, rather than things you have to spend them on in order to get the most out of your powers.

Providence -X
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The world abides the believer
Belief has a powerful effect on the world. For every 2 points of refresh spent on this power, you may gain 1 free expenditure of a Fate Point per scene.
Walking my chosen path -1
Focusing on your goal, you find it a much easier road to walk. Whenever you make a roll that is affected by Righteousness, you may make an additional roll to place a Conviction aspect on the scene that is somehow related to what you are doing to be used on your next turn.





Grace Against the Dark likewise tries to invoke the feeling of "subtle but powerful" but with a much greater focus on "works best against the supernatural". It's intentionally very powerful, but completely useless against regular mortals.

Grace Against the Dark [-5]
Description:
Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: You must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The Darkness Yields
Though the workings of the wicked may conspire against you, your faith will see you through. When faced with supernatural forces opposing your path chosen by Righteousness, you may add half your Conviction (round down) to your dice rolls.

32
DFRPG / Re: Mortal power
« on: April 04, 2013, 05:30:53 AM »
Those are all good points, but how does the average player take advantage of all that? it seems infeasible that you could line up 20+ mortals and have them stack aspects and maneuvers for you to tag. What other options are there?

33
DFRPG / Mortal power
« on: April 04, 2013, 03:21:59 AM »
In the game books, and in the series itself, a lot of noise is made about how badass mortals are when they're right and organized. It's implied that one of the biggest advantages for pure mortals is the fact that our organizations are typically on our side when it comes to supernatural threats, and that the others (White Council, Vampire/Fae Courts, etc) are usually pretty preoccupied with infighting and backstabbing.

The problem is, there doesn't seem to be a lot of support for it in the game. High Resources and Contacts skills and relevant aspects can help mimic good social ties, but that doesn't really seem to be unique to mortals.  The +2 refresh is also neat, but that represents the individual mortal's choice, not their social strength.

Am I missing something in the game that supports the idea that mortals are scary when they band together? Or is it generally assumed that Contacts/Resources should take care of that?

34
DFRPG / Re: [Alternate Setting] You mean magic works?!
« on: July 26, 2012, 02:05:58 AM »
I actually toyed with the idea of a setting in which Bram Stoker's book worked a little TOO well. The people hunting the Black Court started talking with each other and comparing notes, eventually they realized there are more things out there than just vampires. Like now with Harry and Murphy, official law enforcement gets involved at some point.

Things escalate exponentially until the magic becomes public. Fast forward to modern times and all the Vampire Courts are in a state where the Blacks are now, with the Black Court being extinct entirely and everyone hates the Whites for what they did with Stoker and his book.

The White Council exists in a state similar to the Jedi Order in Star Wars. They stay out of politics save for lending the occasional bit of advice, but take in young Wizards  to train. Warlocks as a concept are all but non-existent now thanks to modern communications, although there are some isolated pockets where they crop up, so the Warden Death squad is still rolling.

Most national super-powers such as the United States, China and Europe have signed on to the accords, and put other counters under their aegis via proxy.  Despite this, things remain largely the same. A Necromancy cult will show up and the local police forces will try to deal with it before the Wardens need to be called in. The Denarians are still around messing things up but need to be much more subtle given the Church's influence. Knights of the Cross are regarded as living Saints or celebrities, depending on where you go, but their life-expectancy is still short and brutal. Technology still wonks out at the sight of magic, but not as frequently thanks to a dedicated investment in electronic reliability.

And somewhere in Chicago on the 4th of July a girl by the name of Molly gives the local block party a real treat with her mastery of light and sound, while her kindly father skewers a hotdog on the grill and gives one to his friend's oversized dog.

35
DFRPG / Re: Planning vs. Winging It
« on: May 16, 2012, 07:07:29 PM »
I've only GM'ed a few times, and not on here, but I've found that planning things out is more work than is needed. I tend to develop an NPC's goals and motives for them, and then have them react to the actions of the players in  a way that makes sense for the NPC.

So, winging it, with a dash of planning.

36
DFRPG / Re: Posters: The how's and why's of our gaming.
« on: May 05, 2012, 06:53:03 PM »
1. How did you start gaming?
Depends on how far back you go, but technically I started when I first pretended I was a doctor trying to teach my little brother SCIENCE! (I was 10, good times)

2. What system did you start with?
My first formal system was a freeform website that had no dice or rules beyond character creation, and even then they were pretty lax.

3. What systems have you played?
Just Exalted, fun system.

4. What system/s are your favorite?
Too recent too the party to have a favorite

5. Is this your first system?
Technically no, but I suppose freeforms don't really count.

6. What caused you to try DFRPG?
I like the series, figured I would give the game a shot.

7. What is your preference in gaming group size?
Multitasking is an inherently hard thing for the human brain to do, so I prefer small groups of around 3-4 people.

8. How open are you to gaming with people you don't know or hardly know?
Formally I started off that way, so I have no problems with it at all.

9. What is your best quality as a player?
I have no problems with compromise and working with people, I try to make sure the GM is having fun as well as the players.

10. What is your worst qulity as a player?
I get frustrated whenever things go against my expectations.

11. What is you best quality as a GM?
Hm, haven't GM'ed formally, but in the freeform settings I tended to be pretty good at working with the players.

12. What is your worst quality as a GM?
I rarely plan ahead, this had bitten me in the butt more than once.

13. Importance of game balance 1 - 10 (1 being lowest 10 besing highest)
10 when you're building it, because if you don't at least TRY for a perfectly balanced system, you wont have anything resembling it when you're finished.

14. Importance of setting/canon of universe 1 - 10 (1 being lowest 10 besing highest)
7-8, people tend to play a specific game because they have specific expectations about the setting, going against that irks me. On the other hand if I'm informed that we'll be going off the beaten path beforehand, then 2-3.

15. Custom setting or established setting?
I like the freedom and improve of custom settings, but also enjoy the organized and more thought out nature of established settings.

16. During character creation are freedom of powers more important or the chracter
concept and the powers and skills fitting that concept?

Freedom of powers, I usually look at the options of what I can do within a system as a way to help me think of cool concepts to fit them.

17. Roll play or role play?  Something inbetween? ( Role playing skills vs dice for resolving things in game)
Both, I'm getting in to the habit of minmaxing because I hate inefficient builds, and I don't see the point of not using social skills in game. But I always have a character and I know what he'll think or do in response to a situation, but use the dice to help express that.

18. Other: anything notable to volunteer that could explain your view of gaming or your posts on here (obviously mood, upbringing and personality has an affect here, but lets not get too personal eh?)
I've noticed that gamers, unintentionally or not, tend to divide themselves in to camps or cliques. It's stupid because you're supposed to play and enjoy a game together, not re-enact high school.

37
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 20, 2012, 10:59:19 PM »
Hm, well if I can't make it make sense then I must being doing something wrong. Lets just go with your version, it fits the overall idea was going for anyway.  :)

38
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 18, 2012, 09:40:55 PM »
Consider it to be like a broadly applicable stunt, where you get a +2 when defending against or detecting supernatural powers.

And I personally feel that strength should be optional, people can 'hold back' in real life just fine, so I can't think of a reason why someone shouldn't also be able to if they have a strength power. But that's a discussion for another topic, so we can continue it there if you want.

39
DFRPG / Re: Statting up the Penance Stare and other Soulgaze Goodness
« on: March 18, 2012, 03:08:10 AM »
Maybe make it narrower--it works on Warlocks, and is stronger based on how much refresh they have in Lawbreakers powers?
I'm thinking a power that lets you make a mental attack on someone, with the shifts being based on how many 'evil' Aspects they have and how much refresh has been spent on traditionally 'evil' powers. Given how that's likely to be insanely powerful against some targets, I would probably require a Fate Point to activate it.

So you see it as an easy button for taking out all the bad guys without harming the nice little girls?  Meh.  Doesn't sound fun in game terms.
Anyone with a high enough Guns skill can do the same thing.

Well, the way they let it keep a challenge in the movie is that it worked via the soul, and the main villain simply didn't have one. Lots of big badguys in Dresden wouldn't--Red Court, Black Court...pretty much anything you couldn't Soulgaze.
I would honestly just apply it to how 'evil' they are, rather than if they have a soul or not. Otherwise you get in to cross-universe discussions and that can only lead to failure.


40
DFRPG / Re: Statting up the Penance Stare and other Soulgaze Goodness
« on: March 17, 2012, 09:05:30 PM »
I'm not sure how you could model it as a mental attack, as a mental attack relies on the stats of the user. Penance Stare depends entirely on how many people the recipient has hurt. Likewise there isn't any real contest of wills, unless you count it as a contest between 'the target' and 'the collective agony of everyone they've ever hurt, ever'

So, if someone, say a random little girl where to have Penance Stare used on her, it wouldn't do anything. But if someone like Nicodemus were to have it used on him, it would more or less one-shot the guy.

I think the real tick is to figure out a way to model a power where the more the target has done a specific action (in this case, hurting/killing others), the more powerful it gets. Once you do that, you'll have the core aspect of Penance Stare down, and the rest is just details.

41
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 16, 2012, 10:43:48 PM »
If the thug had a strength power or did something else magic-y to make it more effective, then you would get a +2. If not, then you get nothing

42
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 16, 2012, 09:29:53 PM »
"Opposing Supernatural powers" means that so long as there is a supernatural element to the roll made against the character holding the ring, that person gets a +2 to the opposing roll.

Some examples:

A gangster tires to cut you with a knife or shoot you with a gun. Mythbane isn't going to do anything agains that. However should that thug be a demon, and he tries to crush you with his super strength or spit acid on you, you would get a +2 to your defense rolls.

A corrupt official is lying to you, Mythbane isn't going to do anything. But if a Fey tries to use Glamours to tick you in to thinking that the candy it's giving you is real. Mythbane would give you a +2 to detect that the candy is false.

In short, Ring gives a +2 to rolls that involve defending against supernatural powers that would harm or inconvenience the wearer.

Hope this cleared things up, apologies for the confusion.

43
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 16, 2012, 06:10:58 AM »
Hm, I think I may have taken the wrong angel when I labeled the protective value as 'Armor'. Armor implies a kind of resistance, however in this context the protection comes from skewing probability in the favor of the wearer rather than providing any degree of toughness.

Doing a hard reset of the Ward power, how would you price something that gave a flat +2 to defense rolls opposing Supernatural Powers? Like you said, it wouldn't make sense for a lucky charm to provide resistance against the damage of a house thrown by a giant, but it would make more sense for it to provide a better chance of dodging it.

44
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 16, 2012, 04:17:22 AM »
Two questions: first, how are you defining 'magical' and 'nonmagical'? When I wrote it, I intended for it to provide a blanket defense against supernatural powers. The way you've written it seems to imply it only defends against things like Evocation and other forms of spellcasting, which would make it useless against things like an Inhuman Strength empowered punch or Incite Emotion.

Second, as mentioned above some powers like Glamours, Incite Emotion, Marked by Power or Hulking Size grant bonuses to Social skills. Now the case of the last two it would make sense for them to still work in the presence of the social armor as they depend on a context that isn't wholly supernatural, such as 'I'm bigger than you' for Hulking Size and 'I have backing' for Marked by Power. The other two however are from a wholly Inhuman source, and thus are what the Social Armor was intended to protect against.

45
DFRPG Resource Collection / Re: Item Of Power Master List
« on: March 15, 2012, 07:14:55 AM »
To be fair, you are quite good at this  :P

Anyway, here is another IoP, a custom one this time rather than a mythological one. (Also if it'll help with space, feel free to remove Vidar's Shoes.)

MYTHBANE [-5]
Musts: You must be either be a Pure or an empowered Mortal (Wizard, True Believer, etc). Half humans or Inhuman characters cannot use Mythbane.
Skills Affected: Fists, Others.
Effects:
[-0] It is what it is. A ring, the kind you wear on your finger.
[-0] Unbreakable. The ring cannot be broken save through a dedicated magical ritual perverting it's purpose.
[+1] One Time Discount. Gloves and pockets, 'nuff said.
[-4] Ward against the Wired. Mythbane grants a subtle but potent protection to the wearer, granting them Armor: 2 against all forms of Supernatural Powers in all situations (Physical, Mental, Social). The ring does not protect against self-inflcited damage, such as Mental Stress from spellcasting.
[-2] Mythbreaker. The ring is violently incompatible with Inhuman entities, inflicting 1 point of physical stress every time it makes contact with them (such as a Fists attack). Mythbane is so toxic to Inhumans that simply having it in their possession will qualify as making contact.


I'm not sure about the pricing for it, for the Ward effect I simply took Supernatural Toughness and converted the extra stress boxes in to the ability to be used in (almost) all situations. Likewise, Mythbreaker is an odd hybrid of Venomous Claws and Holy Touch.

The backstory for Mythbane is that it was originally little more than a 'lucky charm' with no powers of it's own. However it had an odd habit of being used by Wizards, True Believers or regular old Mortals who regularly stood against the dark forces of the world. Eventually after being used as such so many times, the belief surrounding it took on a life and power of it's own.

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