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Messages - Selrach

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16
DFRPG / Re: Breath Weapon uses what Skill now?
« on: November 11, 2011, 10:15:41 AM »
Well your copy would be correct because my head was definitely wrong...

Still feels a bit wonky to me.

17
DFRPG / Breath Weapon uses what Skill now?
« on: November 11, 2011, 09:19:05 AM »
I know by the RAW Breath weapons use Guns, but honestly using eyebeams and firing a handguns are only similar in a very distant way. I feel like another skill would be more appropriate. Does anyone think it should default to another skill or should it be on a case by case basis?

Also eye beams rule.

18
DFRPG / Re: Cleaning Up The Stunt List
« on: November 02, 2011, 07:25:05 AM »
Point. I suppose it is limited enough that I would be Ok if someone wanted to spend refresh on it. The situations you are describing sound more like declarations followed by compels to High Concepts  rather than Defense rolls  A very similar situation is described in the trappings of Holy Touch.

As for the the reactive Discipline stunt, I think that would be more like aligning defensive energy against magical attacks than really dodging. Plus a second stunt  could allow reactive defensive blocks or something similar.

19
DFRPG / Re: Cleaning Up The Stunt List
« on: November 02, 2011, 06:28:18 AM »
Isn't that a function of Holy Touch? Hold on...*Goes off and finds books* Are Holy Powers going to be required?

Also for your Discipline stunt it would be better for Lore I think since it has to more with knowledge than ability. Magic detection is covered by lore not discipline.

20
DFRPG / Re: Cleaning Up The Stunt List
« on: October 31, 2011, 05:43:56 AM »
The Guns trappings allows for Gun declarations about as much as it allows for gun repair and building. That is to say, sort of but not really.  So if you add it to the stunt the stunt would expand two parts of the same trapping and add +1 stress to the damage.

21
DFRPG / Re: Cleaning Up The Stunt List
« on: October 30, 2011, 09:51:03 AM »
I think it sounds reasonable. I no real mechanical reasons to back it up, but the book series does support this point. Every time magic is thrown at most magic users they block with some type of mystic defense. When physical things are thrown at them they tend to dodge, like Darth Vader.

@Way of the Guns: My suggestion is that it allows for declarations about guns. This is very useful when you or your opponent is using guns, but not so much when the opponent is not. For example, a Deagle may be "Powerful with a Small Clip"  tagged for extra damage and compelled to make the gun run out of ammo.

22
DFRPG / Re: has anyone tried an incremental advancement houserule?
« on: October 30, 2011, 12:52:40 AM »
Have you looked at Skill points? I mean at some levels of refresh there are up to 5 skill points between levels of refresh. So either skill points are being handed out like candy at your game or they are getting skipped over...

23
DFRPG / Re: Determining difficulties for Sight roles
« on: October 28, 2011, 06:36:15 AM »
I think the best guideline is to think how it will affect your plot.  Basically how will this affect the story and what do you want to reveal about the character in question? For basic NPCs I don't see it climbing over 3 but for most antagonists I can see it going to 5 or even 6 in some extreme cases. Keep in mind using the Sight the wizard sees things as it is. The only thing holding them back is if it is too alien or simply to horrible/vast/ect for them. Other than that well I point you to the default answer: " I dunno whatever you think works."

24
DFRPG / Re: Cleaning Up The Stunt List
« on: October 28, 2011, 06:02:17 AM »
According to the book it is only maintenance, care,knowledge, and repair. By RAW, no, the Guns trappings does not allow the building of guns but it does not seem like much of stretch to allow the building of guns by restricting the roll by your craftsmanship. To me the stunt still feels a little lacking but I do like the flavor of it.

25
DFRPG / Re: Cleaning Up The Stunt List
« on: October 28, 2011, 05:22:23 AM »
I was rereading the basic rules and I noticed half of Way of the Gun is useless. Guns is already used for gun knowledge and gun repair so all the stunt currently grants is +1 Stress. I would suggest it allows you to make declarations about Guns.

26
DFRPG / Re: Demonic Copilot seems a bit roll heavy
« on: October 22, 2011, 08:08:48 AM »
Most people do consider it a bit excessive. I think Sanctaphrax commented that it is only worth using on skills lower than your Discipline otherwise your character will mind rape himself.  So yes you were running it right and yes the power is a bit wacky.

I do not think anyone has tried to change the power itself, but I believe there is some stunt/powers out there that can make it a bit more manageable.

Honestly the power is a cool idea, but I thinks it's just easy to use an aspect for the same purpose than taking the power.

27
DFRPG / Re: Duel of Wills
« on: October 19, 2011, 01:26:10 AM »
Well for a Mordite type duel I would run it as such:
The two contestants would be placed a number of zones apart (For this ecample lets say 5 zones apart).
Every exchange the contestants would have a basic action for maneuvers to bolster their resolve or lower their opponents (So basically social or mental declarations/maneuvers) 
Then they would there would be a discipline vs discipline roll and and any excess shifts would shift it towards the loser
 (For example Larry and Botega are dueling. Botega drops some Fate Points and gets a good starting roll of a 7. Larry is unprepared for the unslaught and only manages a 5. 7-5=2 So the Mordite would move 2 zones toward Larry)

As for the Mordite, I have no real idea how to stat the damage. It would be at least a Weapon:6 or so. Yes Mordite is solidified anti-life but there are examples of people merely being maimed instead of killed.

28
DFRPG / Re: Duel of Wills
« on: October 19, 2011, 01:09:37 AM »
By a duel of wills do you mean like a staring contest or something similar. Or say two contestants dueling under the Accords to mentally push a piece of enchanted Mordite at each other?

By RAW, I would say its a Discipline vs Discipline contest where you could use other skills for declarations or maneuvers, like Intimidation to place a "Cowed" aspect or Deceit for a "Not expecting this" aspect. 

*Edit: And the brain kicked in, yea this is a bit of head-scratcher. I think how the Duel of Wills is initiated will dictate how it proceeds. A staring contest could be a single exchange of Discpline  rolls, but something more complex, it could be well anything.*

29
DFRPG / Re: Reading a NPC Stat Block (Inhuman Toughness/Catch)??
« on: October 18, 2011, 09:57:32 AM »
Pretty much. Also any recovery powers or armor from Toughness Powers don't work against catch based damaged.

Just for your general info and before some other nitpicker says it, most stress tracks only have 4. So if you were fighting a Goblin with a Endurance of a least Great and Inhuman Toughness his stress Track would look like:
0000(00)

but against attacks that satisfy his catch of Iron, his Track would effectively be
0000.

Yea you had it right basically.

30
DFRPG / Help with a Hood
« on: October 18, 2011, 09:51:36 AM »
Hey I was working on a character for a (hopefully) impending Pbp game and need a bit of assistance refining some Aspects and I would like some advice about Stunts. I am not sure how damage boosting stunts and the dual wielder stunts interact. If you have any suggestions, please feel free. Also I really need help naming his Iop, but I suck at naming things. The character is based on the Marvel character the Hood but instead of forming a group of supervillians after his initial adventures, he decides to go vigilante instead.

The power level is submerged.

Aspects
HC: Shifty Magical Vigilante
T: Never lost my Criminal Habits
RC:Seattle Street Rat
YS : Lucked into a Cloak of Darkness
GS1&GS2: Incoming

Stunts&Powers
Cloak of Darkness: 
Cloak of Shadows [-1]
Flight (Wings)      [-1]
Inhuman Speed    [-2]
Iop Discount        [+2] 
Total:                 [-1]

Guns Akimbo        [-1]     (Dual Wielder for Guns)
Way of the Gun    [-1]
Takes one to know One [-1]
Cat Burglar                 [-1]
Ear to the Ground        [-2]
Total:                         -7
Fp: 3

Skills
+5:Athletics
+4: Guns,Burglarly, Alertness
+3:Endurance,Contacts, Deceit
+2:Intimidation, Might, Fists, Rapport
+1:Scholarship, Investigation, Conviction

Stress Tracks
Physical:0000
Mental:000
Social:000

Will expand on aspects when not tired.

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