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Messages - Blackmako

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16
DFRPG / Re: An idea to allow more spell casting
« on: June 12, 2014, 12:44:28 AM »
Is it a "rest" per say that a wizard needs to get rid of mental stress? I thought it was based on scene end (roughly combat ending). Say you have a wizard at 5 conviction. That's a possible 6 spells in one scene (due to extra mild) and four spells per next scene. Then a third scene with a possible 6 spells (as mild consequences go away after the next scene). So three scenes 16 spells. As scenes can be 15 minutes onward a Dresden wizard wisely conserving power can throw out a good chunk of spells in day IMO. I've seen wizard players drop a 6-7 shift weapon spell plus 2 or 3 successes from discipline to hit on a ZONE. Being able to drop zone wide attacks at 10-12 shifts is pretty darn powerful and not repeatable by any other power. Maybe a smart wizard tries to maneuver the enemy into a cluster to nuke them. And carry a pistol. : P When I see players get their mental consequences from spell casting is when they start throwing out haymakers from buying shifts with stress when generating power.

Definitely should be a chunk of refresh to have an endlessly firing pew pew pew evocation spell. It could be balance breaking if said wizard can keep pew pewing with maxed out on mental consequences. Means a wizard that would never by drained dry of magic. And Harry's been drained dry many times.

If you have other wizards around or meatheads (physical powered supers) that's a lot of pain flying around.

17
DFRPG / Re: Modular Ability with Item of Power
« on: June 12, 2014, 12:26:23 AM »
Its not too hard to rip an amulet off a character. In his animal forms the amulet is very obvious.

Previously I did not want to bore everyone with why it is VERY obvious. The amulet has an elder rage spirit bound to it and it radiates its malevolence/hate/rage. So others pick up on it emotionally/narratively within 1 zone of him. It makes other people very uncomfortable. Magic sensitive types pick it up right off the bat. When its powers are active it becomes visible to the eye as a magic item. When the rage spirit inside the amulet is trying to persuade the character to follow its murderous agenda a gem flashes and sparkles. The character gets a schizo look of having an inner conversation. When he is changed into his war form the gem flashes and blazes an angry ruby red. It is not a small amulet either. Its about four inches thick with gold like material in the band around the neck. The front piece has gold filigree and a huge ruby in the center of the filigree. At its front it is about seven inches for six inches. It adjust to a large size in his tiger form and war form. It is not a concealable item at all due to the pathos it exudes when he is human and the blazing piece of jewelry when he is a beast. The ONLY piece of jewelry/clothing. Successful maneuvering can lead to said item getting snatched with a contested roll. Just like a sword.  My understanding of the rebate is based on how obvious it is as a source of power and whether or not it is accessible to being taken away. So something that say "Magic sword" is obvious as power and with weapons/fists/guns/magic vulnerable to disarm. An item that is not obvious as a source of power that can be hidden would be no rebate at all. +2 is not just reserved to swords. Even the DFRG resources has examples (like cloaks) of non weapon items at +2. In real life something around your neck can get ripped off or used to chuck you around. Player is aware of the social implications of the item being visible in scenes. Visible items become conversation pieces in scenes.

So back to my original question. If he buys modular ability he can only build a pool with refresh AFTER the purchase of modular ability...correct? (based on Sancta it would be a technical no unless allowed by GM)  Can I as a GM designate that the modular ability only allows one form with powers swapped as a limitation. I am leaning towards this to prevent a player from having a huge utility bag of 8 pts to swap all sorts of way to prevent him outshining the party. Should I prevent the player from stacking points to Mythic level (party is at 13 refresh)?

Should I direct him to another point of beast form to have a third form/set of skills instead?  Does beast form have to be a naturally occurring beast?

18
DFRPG / Re: Modular Ability with Item of Power
« on: June 11, 2014, 09:41:19 PM »
No worries on the amulet. It's plenty obvious and has all sorts of narrative to make it magic feeling. That and when the character is shifted it is the only piece of clothing/jewelry visible. That is not what I am asking a question about (pricing items).

To be clear the player wants modular ability with the item long after character creation. Can modular ability be purchased at a later date? As well as the other questions I had.

19
DFRPG / Modular Ability with Item of Power
« on: June 11, 2014, 03:19:57 PM »
Hello,

Some context: A player with a weretiger in our game wanted an item of power. He had two refresh to spend on the item. We did a story that build up to the item which is an amulet from his ancestors. Its visible and can be potentially pulled off (so +2 rebate) He wanted to have the amulet give him access to a new form. The form is the half-man/half-tiger form. Sort of like White Wolf's Crinos but with a tiger.

Can Modular Ability be purchased at a later date/after the fact? If so can it be purchase with an item of power. In some ways it reads like abilities that go into Modular Ability must be purchased beforehand. The player wanted to use 8 pts of his abilities in the pool. If the modular ability is allowable what can he purchase with it? His abilities are speed, strength, recovery. Will he need to stay with speed, strength, and recovery with different degrees (unnatural, supernatural) or can get use the points to take toughness?

If Modular Ability is not feasible after the fact of character creation what would you suggest power wise to capture a third form that is not purely an animal form?

Input would be helpful as I don't want to have an item that breaks game balance. Thank you in advance.


20
DFRPG / Re: Character advice
« on: May 25, 2014, 01:57:44 AM »
Heh.

Since the spring knight heal bot did not show. 

Yes, yes go in debt. Please do! Dapper Dan...

21
DFRPG / Athletic Jumping, High Power Contacts, and Might
« on: May 25, 2014, 01:54:52 AM »
Hello,

Thank you for previous information on blocks to incite emotion. The game actually had all three mentioned go off by different characters: increase to discipline via potion, straight discipline roll, and a magic area of effect block to the emotion. Everyone got through unscathed mentally except for a Son of Ares who botched his roll and pissed his pants. So thanks for the information.

1. About athletics and jumping. I am having a hard time visualizing distances with jumping via athletics. At what point does the leaping become super human. Can high athletics lead to stuff like jumping 2 or 3 story building etc. The rule reads like the GM makes the difficulty to clear an obstacle by jumping. We have a were-tiger with super speed in our game. He was asking with his springing athletics at 8 how far and how high can he jump. Any perspective would be helpful.

2. A character has resources at 6 (13-14 refresh party). He was asking about using his resources to add +1 to his contacts of 5. (going for the tony starkish gozillionaire thing). At a contacts at potentially at 6 what sort of contacts should I allow the player to tap? He wants to start getting high powered govt officials in his pocket (sort of like Lara Raithe). Is there a previous post that gives a chart on power level of contacts?

3. Could you give me some examples of how might could give a bonus to other skills (either the +1 due to higher skill or the greater plus due to super strength)? Am I correct in stating that might does not give bonus to the attack trappings of fists and weapons? Could might give bonuses to maneuvers of fists and weapons?

Thank you in advance for advise, rules clarification, and suggestions.

22
DFRPG / Re: Magic Shields vs. Incite Emotions
« on: May 10, 2014, 12:25:07 AM »
Haru that is a really good narrative image. Happy memories as lighthouses in despair storms. Groovy.

23
DFRPG / Re: Magic Shields vs. Incite Emotions
« on: May 10, 2014, 12:22:22 AM »
I'm not sure that I agree with magic only defending physical/outside. From the books magic is about Will and Belief (discipline and conviction). Both are "interior" qualities. The book directly states that the element of spirit is about emotions as well as the mind. It also has that "block is a block is a block" commentary. Previous posters on this thread opened my eyes to that.

I did just learn now from this thread that you can't reflexively block with evocation unless house ruled. Something to discuss with the group. Really shows the importance of preparation and thaumaturgy. So thanks for that point as well.

Discipline vs incite does not zero out even at superb vs superb. Emotion touch gives a +2. And the attacks are at weapon 2 and weapon 4. Barely get hit with weapon 4 there goes the stress track. Get hit twice a wizard is really going to run out of gas. I know this as one player was ambushed by a WCV and ate the wizards stress and mental consequences. Got hit with a sticky maneuver first (using the + 2 and 2 shifts from contested roll). Then using the maneuver to successfully hit with the potent emotion. Later the same wizard with mild and moderate consequences ended up confronting the Outsider. Fortunately thaum was used to push back despair beforehand. Point being that incite emotion can hammer wizards as it attacks the muscles behind their primary power. So I know that wizard is going to be looking at ways to deal with incite whether or not he can anticipate or gets ambushed. Also said wizard might have to shield the muscle headed members of the party.

All of your posts have given me a better understanding to GM incite vs wizards. Items to buttress mental defense or thaum is most effective. Caught with pants down I know can see how a wizard can throw up a slightly costly defense. That being said non-magic using types can get mangled by incite.

24
DFRPG / Re: Magic Shields vs. Incite Emotions
« on: May 09, 2014, 05:45:09 PM »
It definitely would. And it would not cost mental stress to fuel.

Though I will let the players figure that one out on their own. :P

25
DFRPG / Re: Magic Shields vs. Incite Emotions
« on: May 09, 2014, 04:56:25 PM »
It does make sense if you consider this...1 stress for a shield vs an attack that lands that can take a chunk of stress. The reason for this post wasn't an expression of my opinion. It was to get information on how magic blocks work vs incite emotion and what the shift cost is for said block. I am clear on how thaum works to protect.

Sometimes that party gets ambushed. Thaum isn't the best vs ambush.

So now I have more clarity as a GM on one tool in a tool bag that wizards can use to counter. It also helps to know how a party tends to roll. They are more on the evocation side in response. I do let them squirm a lot but not to the degree that I trash their characters over their chosen play style. Lead flies and out comes shields. Now emotion bullets fly...

26
DFRPG / Re: Magic Shields vs. Incite Emotions
« on: May 09, 2014, 01:50:48 PM »
Thanks for the responses. I will make sure that magic users have a viable narrative for whatever element used for defense.

My understanding of Incite Emotion is that it is a mental attack (certainly with potent and lasting emotion). It does cause stress damage to the mental track. In the story I am running it is an Outsider blasting despair (as a maneuver first). In the story it is not a social attack. More like a cthuluesque making everyone in vicinity go insane with eldritch horror and the insertion of alien thoughts.

Just wanted to certain of magic block mechanics so the the magic users can defend against this attack for a bit without having to lose mental stress/gain mental consequences thereby rendering them without mental gas for magic. They are aware of what they are fighting and have experienced this attack before. I anticipate that they will shield upon seeing one again.

27
DFRPG / Magic Shields vs. Incite Emotions
« on: May 07, 2014, 02:05:18 AM »
Hello,

I wanted to clarify for an upcoming game if a magic shield can "block" or "armor" vs the mental attack of incite emotion. If so would it only be Spirit Magic?

If magic can block/armor vs mental attacks what would be the mechanism? What I understand from the book is that a magic user can either block all types of damage vs a single opponent OR one type of damage from all sources. Is that understanding correct?

How should a spell be priced to block mental attacks and physical attacks? Or is it a one or other proposition?

Basically the party is know encountering monsters that incite despair and rage.

Thank you in advance.

28
DFRPG / Physical Consequences for Players
« on: April 28, 2014, 06:32:08 PM »
On a humorous note but true story...

I had a player to an amazing job of RPing out thaumaturgy to cause a malevolent spirit manifest so the party could confront it. He did all the work addressing complexity, using his discipline to activate the spell...then an Oscar award winning performance RPing out the casting. Channeling Gandalf confronting the Balrog....said player smashed his hard wood prop wood down on the table with a near scream....

The wand rebounded and clobbered the player in the head...and I quote:

"ow"

"....."

"The spell better haved worked!"

"bleed"

So here is the question. The player gave himself a real life mild physical consequence to fuel his magic scene. What bonuses should he get?

It did take about 2 hrs for the headache to go away.

29
DFRPG / Re: Need Help with Sword Magic NPC
« on: April 28, 2014, 06:27:34 PM »
Thank you all for the help.  I was able to use the NPC successfully in the story. The ideas for rotes and the mechanics sure helped.

I did end up keeping Conviction as the skill for power. It made a lot more sense for the character and mechanically. Belief in magic is a big deal in Dresden. So belief in ancestors and righteous action and "void" made better sense for fueling beyond human swordsmanship. Conviction helped to explain the "void"/"non-action" elements of Zen sword saints. The foci element was an interesting twist. So when using sword magic he had a better pool to hit than when just swinging the sword. So it made it that the sword saint could only operate from the void for as long as he had mental stress/consequences available.

To side step the whole argument about sponsored magic and the Laws I had the NPC only use destructive magics against inhuman bad guys and regular skill vs non-evil humans. Still not sure how to land with sponsored magics beyond the sidhe courts with the laws. Its sure sticky given that spending 4 pts vs 6 pts with a speed pass for the laws is difficult.

So thanks for the help. Forums helped pull off the PC

30
DFRPG / Re: Need Help with Sword Magic NPC
« on: April 20, 2014, 05:25:07 PM »
Q fo you also - are you determined to use a sponsored magic style power?  There are other possibilities.  Depending on how you apply the Laws, they may be an issue with spellcasting swordsmanship.

Good point/question Umbra.

For our game, splattering non-humans with magic does not violate first law. Then again the non-humans tend to be pretty evil. Glad you brought it up. Need to make sure the npc is not using evocation to chop up humans.

As far as determined to use sponsored magic...I am open. The goal is a npc whose magic is relatively subtle and easy to rationalize that he is doing crazy Asian martial arts. Also that his magic is not in the weight class of an actual wizard. The description of the sponsored magic caught my attention. Especially as ancestor worship/regard/respect fits an inscrutable Asian sword master.

The goal is to have a non-traditional npc show a player who is making a knight of the cross the ropes. The character is a staunch catholic and very western in mindset (a little bit black and white in philosophy). So hitting her up with a jedi like teacher (as Lucas spoke with Joseph Campbell about Jedi and used the concept of zen masters with swords). So rather than a teacher that is juiced up with divine powers one that uses the magic of ancestors and traditions to fight the good fight. Since Shino is dead and Dresden is the Winter Knight in our campaign going to throw Shino's sword to the NPC.

Thank you Umd for those rote ideas. You gave me the visual I need with the mechanics. How do focus items boost skills?

The mechanism for skill swap is new to me. So thanks for the clarification on that Sancta. And thanks for the clarification on metal with thaum. I definitely see what you mean know about thaum to speak to ancestors. Said ancestors having commentary on how to fight monsters or the back story of monsters.

I was thinking of looking at Butchers other series. If I remember correctly one of the characters had a metal spirit and was a swordsman.

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