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Messages - Dumbledresden

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DFRPG / Re: Summer's up to something...
« on: November 30, 2010, 01:40:14 PM »
Is the Summer Court making a play for power in Chicago?

http://news.bbc.co.uk/weather/hi/news/newsid_9219000/9219908.stm

(click to show/hide)

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DFRPG / Re: Potter's a Lawbreaker! Get the Wardens!
« on: November 30, 2010, 01:30:47 PM »
You shouldn't give me such great ideas all the time ... I'm your GM you know ;).

I can see it clearly now: Vampires with glittering suntan lotion potion, provided for them by some evil genius dark wizard lord who ... but ... we are derailing the thread  ;D

I was your GM for nearly 3 years, that's more than enough time for my insanity to stain your innocent mind, now i only provide little impulses to trigger this insanity...however sometimes i have to ask myself if i haven't created a monster :P




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DFRPG / Re: Potter's a Lawbreaker! Get the Wardens!
« on: November 30, 2010, 01:11:19 PM »
And this makes a difference how?!  ;D

OF WITH THEIR HEADS I SAY!!

No problem with that, but breaking laws is something cool, Harry (the one and only) will do it all the time in the coming books.. and you will grant this level of coolness to those teen wizards? (Yeah, I know, look who is speaking...)

If your vampires will start glittering in the sun we'll have a serious problem, sir!

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DFRPG / Re: Potter's a Lawbreaker! Get the Wardens!
« on: November 30, 2010, 12:36:10 PM »
Aww, come on...they shifted their own shapes, no lawbreaker here.

If I remember correctly they only broke 2 - 3 laws.
Timetravel and Mind-Alteration, so no killing with magic, no necromancy, no knowledge seeking beyond the outer gates, no invading the mind of others.

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DFRPG / Re: Held at gun point
« on: November 30, 2010, 12:21:54 PM »
In Harrys case, his defensive capabilities were reduced to a minimum, which is very similar to the outcome of a successful ambush in game terms, therefore I would compare "being held at gunpoint" to a successful ambush, maybe even understand it as the outcome or description of a successful ambush, nothing else.

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DFRPG / Re: How does Hulking Size affect Fists, Weapons?
« on: November 28, 2010, 08:17:03 PM »
It depends on what your GM and the rest of the group would decide.
Personally i would say that an orca clearly qualifies for hulking size, a narwhale (11 - 12 feet and several hundred lb of body mass) would also qualify for hulking size, while a dolphin should be to small.

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DFRPG / Re: How does Hulking Size affect Fists, Weapons?
« on: November 24, 2010, 10:59:34 AM »
Hulking size doesn't benefit fists and weapons. I believe the mentioned skill set to be a glitch in the rulebook.

According to the trappings that are listed, hulking size effects Endurance (extra stress), Athletics (for defense and sprinting), Might (+2 on breaking and lifting on top of a possible supernatural strength skill), Intimidation, Stealth and numerous other skills that relate to the use of objects that are meant to be used by humans.

There is no glitch.

As you said before, defensive capabilities are affected by the size, negatively thereby fists (defense) and weapons (defense) are affected, too.

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DFRPG / Re: Supernatural Stunts
« on: November 21, 2010, 08:25:57 AM »
to answer your example of a person taking a speed up shapeshifting stunt IMHO this isn't a valid problem because no player with half a brain would waste a valuable refresh on a stunt that would give them no bonus what so ever so I really don't see how it could be a realistic problem but that's just what I think

Did I say it would be a problem?

The Rules say, that mortal stunts should be something that should be possible for a normal mortal human to do.
Powers aren't normal, thereby stunts, affecting those powers aren't neither.

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DFRPG / Re: Compelling an Item Of Power
« on: November 21, 2010, 07:42:41 AM »
The easiest way to compel most "weaponized" items of power should be "dragging someone into conflict", even if its wielder is either outclassed or outnumbered by his opponent(s).

The GM can also drag the Item's bearer into a non-physical conflict,f.e. it might be a social-conflict-compel, where the GM compels the player to use an alternate solution instead of picking up a fight with his opponent, even if he would clearly win a physical conflict and might loose a social conflict.

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DFRPG / Re: Supernatural Stunts
« on: November 20, 2010, 07:57:29 AM »
I voted nay.

It's very clear to me, that those "stunts" that are effecting powers, should be add-ons or power options, but no "mortal stunt".

Quote
The  stunts  in  this  chapter  are  called mortal stunts because  they’re available  to everyone—supernatural  and mundane  characters  alike— and have both  feet irmly planted  in  the realm of what’s possible for a normal (mortal) human to do.

While a mere mortal could use every mortal stunt in YS, he couldn't use a stunt, that would effect the speed of his shapeshifting f.e. because it would affect a power he had to have, which would revoke his status as a mere mortal. Thus it couldn't be a "mortal" stunt anymore.

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DFRPG / Re: Homebrew Stunts
« on: November 19, 2010, 09:30:24 AM »
Please ask yourself: Witch trapping of the Conviction or Disciplines Skill gets transplanted to Lore here? Answer: There isn't one as the things you're trying to manipulate are clearly part of the evocation power.

In my opinion this is a rather good example for why stunts generally shouldn't relate to powers or their use, but we have the other thread to discuss this, so the question should probably be taken there.

Well basically there is no trapping transplanted here. Both stunts take elements of the skill description and transplant them to the Lore skill, without touching any existing trappings, thereby the creation of those stunts wouldn't be exactly by the rules, but there are existing stunts that are not created by the rules either, f.e. Riposte. Therefore I asked out of curiosity.

But I get your point, that stunts shouldn't relate to powers.
Power relating "stunts" should get handled like add-ons to those powers.

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DFRPG / Re: Homebrew Stunts
« on: November 19, 2010, 05:04:54 AM »
After Re-reading Aftermath:

Grunting (Rapport): You have mastered the ancient ways of communication of men! Whenever you are using Rapport while grunting with another male character, you get +1 on your Roll.

Just out of curiosity, would stunts like these work?

Master Of The Arcane (Lore): Your spells are not about what you believe, but what you know. Use Lore instead of Conviction to determine the strength/power of your Spells.

From The Book (Lore): You know your spells by heart. Use Lore instead of Discipline to control and guide your Spells.

Edit: Added 2nd Lore stunt

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DFRPG / Re: Red Court infected and White Court Vampires oh my!!!!
« on: October 31, 2010, 03:54:12 AM »
From Dead Beat:

Quote
"It isn't a mortal," I said. "(...) You know the laws are there to protect our fellow wizards and mortals."

RCIs and WCVs are immortal beings, thereby not protected by the laws.

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DFRPG / Re: Catch for Valkyrie-style Supernatural Recovery?
« on: October 29, 2010, 09:05:03 PM »
We said that you can coat a weapon with mistletoe-oil, thereby satisfying the catch.
Due to the tale of Ragnarok its even possible to make arrows from mistletoes, and it would also satisfy the catch if you simply bond some of them to a sword, spear, or whatever weapon you use and letting the mistletoes touch wounds that were created by those blades.

If you want to, you could do it Hellboy-Style, filling up some bullets with the oil..
You could also try to poison someone, by putting it into his food.

I would say its not that hard to weaponize and satisfying the catch.

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DFRPG / Re: Catch for Valkyrie-style Supernatural Recovery?
« on: October 29, 2010, 08:35:37 PM »
Well, you get it pretty easily if you ask me. Especially during Christmas its everywhere..i really really mean EVERYWHERE.

Its based on the Ragnarok Cycle of the Nordic mythology, especially the story of Baldur.

Wiki

Quote
Baldr is known primarily for the story of his death. His death is seen as the first in the chain of events which will ultimately lead to the destruction of the gods at Ragnarök. Baldr will be reborn in the new world, according to Völuspá.
He had a dream of his own death and his mother had the same dreams. Since dreams were usually prophetic, this depressed him, so his mother Frigg made every object on earth vow never to hurt Baldr. All objects made this vow except mistletoe. Frigg had thought it too unimportant and nonthreatening to bother asking it to make the vow (alternatively, it seemed too young to swear).
When Loki, the mischief-maker, heard of this, he made a magical spear from this plant (in some later versions, an arrow). He hurried to the place where the gods were indulging in their new pastime of hurling objects at Baldr, which would bounce off without harming him. Loki gave the spear to Baldr's brother, the blind god Höðr, who then inadvertently killed his brother with it (other versions suggest that Loki guided the arrow himself).

Its actually not a very fitting catch if you don't play a scion of Baldur, but after all the little mistletoe led to the events that caused the downfall of the Nordic Gods, thereby I deemed it a worthy catch for their off-springs.

And to be honest, when I created my Scion and his catch i was pretty new to the DF Game and thereby had some difficulties to come up with better catches, that weren't that worn and boring.

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