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Topics - Hal

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DFRPG / Off-Hand Training + Inhuman Strength
« on: July 07, 2011, 02:14:25 AM »
A player asked me about this and I wasn't sure how to answer.  He wants to know whether the stunt (Off-Hand Weapon Training) stacks with the power (Inhuman Strength) when determining attack stress. 

Let's say you're dual-wielding swords (Weapon:2).  With Inhuman Strength, your attack becomes +4 Stress on a hit with a single sword.  With the stunt, you add half of the off-hand weapon's rating to the attack.  Does the off-hand weapon also get the Inhuman Strength bonus?  Does that attack get a +5 Stress bonus or a +7 Stress bonus?

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DFRPG / Slime Golem
« on: June 13, 2011, 01:46:53 PM »
Here's my take on the creature, hinted at at the start of the "It's my Birthday, too" short story.

Quote
Slime Golem
High Concept: Animated slime “construct”

Skills:   Alertness   Fair (+2)
   Athletics   Good (+3)
   Endurance   Good (+3)
   Fists   Good (+3)
   Might   Good (+3)
   Weapons   Good (+3)

Stunts:   No pain, no gain:  You may take an additional minor physical consequence

Powers:   Breath Weapon [-2] (See below)
   Supernatural Sesnse [-1] (Tremorsense)
   Gaseous Form [-3] (Liquid)
   Inhuman Strength [-2]
   Mythic Recovery [-6]
   Physical Immunity [-8]
   Stacked Catch [+8] The golem is immune to physical damage (unless a relevant maneuver or consequence such as Brittle or Solidified can be tagged or invoked.)  Otherwise, the golem is vulnerable to energy such as fire, electricity, explosions, etc.  Unless destroyed utterly, it will regenerate by drawing moisture and energy from its surroundings. 

Stress:   Mental   
   Social   
   Physical   

Total Refresh Cost:   -15

Notes:   When using the Breath Weapon, the golem releases a torrent of slime on the environment.  The targeted zone gains the aspect Covered in slime, as does anybody hit by the attack.  Anyone struck by the weapon (or a physical blow from the creature) again while Covered in slime enters a grapple with the creature.  Breaking out of the grapple requires meeting the catch or waiting out the duration of the maneuver; when separated from the golem, the slime will quickly dry.

Otherwise, fair initiative, Weapon:2 fist attacks and strength, and it can “see” you through the ground.  It can turn liquid to pass through tight spaces or slip away under cover, and is guaranteed to return in top condition.  Blast it hard enough and it can’t recover.     

I wasn't really sure how to handle the "breath weapon."  This seemed like the best way, but perhaps there are were better ways, too.  The creature doesn't represent much of a threat initially, but it's major threat is the ability to escape easily, regenerate, and come back ready to fight, which is pretty much what I imagined the problem would be with such a creature. 

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DFRPG / Forcible zone changes
« on: June 10, 2011, 01:42:20 AM »
Perhaps I missed this in the rules . . . help me out here.

How do you handle forcible zone changes?  Let's say a strong character (BCV, for example) bull rushes you, attempting to send you flying.  Or perhaps you use a powerful force spell to try to push someone through a flimsy wall or out a display window.  How have you handled this?

So far, I've handled this by putting extra shifts on an attack that would go towards damage and instead putting them towards overcoming zone borders.  But that seems a little too easy.  Thoughts?

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DFRPG / Mortal Stunt - Right tools for the job?
« on: May 13, 2011, 02:09:19 AM »
One of my players inquired about a mortal stunt that would allow him to always have the "right" kind of ammo on hand; When nasty fae suddenly show up, he has steel slugs in his pockets.  Something to that effect.  Normally, declaring you have something useful on hand costs a fate point.  He doesn't want to have to spend a fate point every time some new horror shows up that isn't quite susceptible to standard ammo. 

Thoughts on how to do it best?  Since he just wants it to be about ammo, I'm not sure what to say.  Just ammo might not be game-breaking, but it means he'll always have a way of simply declaring his way past a catch (assuming it isn't physical immunity).  What would you do with this? 

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DFRPG / Making Social Encounters Work
« on: March 22, 2011, 11:54:53 AM »
My group has only had two sessions so far, so perhaps this is just an consequence of inexperience, but I found running a social encounter to be somewhat difficult. 

The problem seems to be two-fold:  First, most of my players took moderate-to-low scores in social stats.  Understandable (you can't do it all), but it means that most of their social "attacks" go nowhere.  From a mechanical standpoint, they'd have trouble convincing their own mothers to open the door for them.

The other part of the problem is more in execution.  We stayed in-character for the social encounter, but it was difficult to both think of it as an encounter, where you would want to make viable attacks, and approach it like an actual social situation.  Coherent conversation started becoming difficult when certain "attacks" either failed or backfired.

Not taking full advantage of the system probably played at least some part to this.  Nobody tried to pull any social maneuvers, for example, to earn some tags to make things easier.  But it still felt awkward and contrived at times.  Has anyone else had this difficulty?  And how did you resolve it?

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DFRPG / The world according to a credenza
« on: March 07, 2011, 03:04:18 PM »
I couldn't find this in the books, and I couldn't find this addressed on the forums after a basic search . . . a little help?

True Shapeshifting says you can transform into inanimate objects.  I can't find anything about sensory abilities when transformed as such, though.  Since chairs have neither eyes nor ears, do we say that you're unaware of your surroundings while transformed thusly?  Or do we handwave it as supernatural and thus you get your normal senses as a decorative plant?

Something in between?  Or did I just miss a sentence explaining it in the rules?

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