ParanetOnline
The Dresden Files => DFRPG => Topic started by: ways and means on February 09, 2015, 09:59:34 PM
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I am building a fate core petty dabbler in the arcane, and I am trying to build an alchemy stunt relating to turning lead into gold (lore skill instead of resources) what do people think is a good limitation for such a skill?
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You need to spend some time in your lab to turn the lead into gold, and maybe some time on the market to turn that gold into money.
Depending on the setting, you might need to be a bit secretive about it because your transmutations are a threat to the currency base or a danger to the supernatural masquerade or both.
Plus you need the appropriate ingredients.
So every time you want to use your magical Resources you need to spend some in-game time and maybe play out a mini-scene.
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Yeah, the time aspect is probably an important one.
Though I think I would make it a bit easier. If your character is keeping a stack of gold handy and accumulating wealth by transforming lead into gold, actually taking the resources skill might be appropriate.
If you don't want to do that, I would make it a "once per session" stunt. That way you can set it up as Sanctaphrax says, but you can just go the "...some time later..." route and don't have to play out the same scene every time. With a limitation like that, there might even be an additional +2 in it, since it's pretty limiting like this.
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There's the stunt that gives you +4 to a single resource roll 1/session by spending a FP. It seems like a good way to re-skin it.
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I'd go a little different route.
Alchemist [-1]
You may use aspects created by Lore to improve a Resources skill roll. Gain +2 to create advantage rolls for this purpose once per session.
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I don't see much point to that. It's not like there's any rule stopping you from using Lore advantages with Resources, and +2 to a specific kind of roll once per session is strictly worse than just having another Fate Point.
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I would make it a aspect or at least part of your being a alchemists aspect. Spend a fate point, get some resources. Do it to much and get some bad things happening to you. Skip the hassle of trying to make a stunt. New line of troubles/compels to play with. Win win the way I see it. But to each their own. :)
I don't see much point to that. It's not like there's any rule stopping you from using Lore advantages with Resources, and +2 to a specific kind of roll once per session is strictly worse than just having another Fate Point.
OOHH I like Sanctaphrax's idea to. :)
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Couldn't you just use turning lead to gold as a justification for a Thaumarturgical skill substitution of Lore for Resources ritual?
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I don't see much point to that. It's not like there's any rule stopping you from using Lore advantages with Resources, and +2 to a specific kind of roll once per session is strictly worse than just having another Fate Point.
Then change it to +4 or once per scene.