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Messages - John Galt

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106
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 05:38:35 PM »
cool.  I like that better.  Thanks for the help.

EDIT:

Do I not need a power to shape change into a giant?  It doesn't seem like I would since I have no intention of reallocating skills when in my giant form but you seem to know better than I do on the shapechanging aspects of this game, which, I admit, continue to confuse me.

107
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 05:19:46 PM »
ah, gotcha.  Well armor 3 against any non fire attack is still pretty stellar so I guess I wouldn't complain too much.  I'm also considering giving him only inhuman toughness and inhuman strength and then the modular power to shapeshift into a Frost Giant with superhuman strength  and hulking size.  I'm just not sure I'm confident on how modular abilities work.  As far as I can tell my powers would be:

inhuman toughness[-2]; catch[+3]
inhuman strength [-2]
Human form [+1]

Giant Form [-2]
superhuman strength[-4]
hulking size [-2]

But that would make my total refresh 8, which is kind of silly since I can get similar effects without bothering to have a giant form for less refresh.  In fact, I'm not even sure if inhuman toughness automatically carries over to my giant form or I have to count it as 2 more refresh for the modular ability, making my refresh cost 10.  Modular abilities confuse me.

108
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 04:51:51 PM »
Oh, I'm not really arguing balance on the Brass Knucles, just the way the rules work, which is pretty simple: Brass Knuckles are Weapon: 1 (which would stack with Strength bonuses, but not claws). You could make Elemental Fists +1 Stress and stackable to go with the knuckles...but that's actually demonstratably worse than just having them be Weapon: 2.

Though directly adding to skills IS legitimately something that only Items of Power and other things that cost Refresh should really be able to do. Your second idea is identical to a Stunt Fix has, and thus shouldn't be available for free, IMO.

On the armor: Reducing all Stress by 4 is really ridiculous actually. Reducing it by 3 is legitimately much more balanced.

Well I'll think about the brass knuckles.  This character will probably never see the light of day anyway.  He's an evil/neutral guy and he's third on my list of evil/neutral characters I want to play. 

For the armor I don't see how having four armor against anything not fire, and 2 armor against fire is anymore unbalanced than a magic user having a cloak that gives Armor 4 with 4 uses or more, which is easily doable at this giant's power level (chest deep).

109
DFRPG / Re: Questions on White Court Virgins
« on: June 03, 2010, 04:30:30 PM »
What's also worth considering is, for lust-feeding WC vampires, is it at all possible for them to have sex without feeding?

I imagine there's only two ways.

1. They're raped
2. They have sex and through it experience true love, and thus are cured anyway.

110
DFRPG / Re: Questions on White Court Virgins
« on: June 03, 2010, 04:28:13 PM »
Actually, if I'm remembering Blood Rites correctly, Thomas(or someone) mentions that the first time they feed is ALWAYS fatal. Unless he was just talking about the first time they have sex.

True.  There's two explanations.

1. The RPG thought a True Mortal with only incite emotion was a boring build and thus changed the WCV from the lore.
2. The only reason the first time was always fatal for the Raiths was because they were told they were mortal since birth and they feed on lust (lots of fun) so they have absolutely no reason to even try to make a discipline roll on their first feeding.

I tend to think the second one is true.  Inari had no clue she could hurt Harry by seducing him, and I imagine that's true for all of Lord Raith's virgin children.  Remember that White Court victims die in pure sexual ecstasy so there's obviously no indication to the unlearned WCV that they are hurting their victim.

111
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 04:09:56 PM »
Well as I understood it he'd only have 2 armor against attacks of the nature of his catch, so like his physical stress, it was ok to have 4 armor when his weakness is very easily researched.

As for the brass knuckles, I guess I could make them into an item of power.  Elemental fists wasn't going to work exactly like claws, it was simply going to do weapon 1 fire or ice damage, and thus the brass knuckles would stack doing weapon 1 or 2 physical damage.  My problem was with the fact they would do more damage the harder he hit so I wasn't sure how to express that other than fists +1 (offense).  I suppose I could just make them a 0 cost item of power that was tied to an aspect that granted +2 to fists offensively and a compel of -2 defensively since they could weight him down.

112
Like I said in the actual writeup, the Scholarship is probably undeserved, it's just to reflect them being brighter than most of the other critters listed.

If it makes you feel better, re-read or remember how dolphins show up in Small Favor and assume that dolphins are smarter in the Dresdenverse.  :)

I kind of got the feeling those dolphins were scions or something.

But in any event, I was just offering my critique which you seemed to keep asking for and no one had anything but compliments ;)

And that's really the only criticism I have.  I'll probably end up GMing in the Fall and I'll be saving these for future reference.  Plus I'll suggest running into some Mountain Lions in my current Houston game.

113
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 03:58:47 PM »
Um, dude. There are rules for what happens with Sponsored Magic if you only have one of Evocation and Thaumaturgy, and the Templates are suggestions, not straight-jackets.

Also, while powerful, he's really no more dangerous than a 6 shift Evocation specialist (a very buildable character as a full Wizard at this level). What makes you think he's unbalanced? Especially since you can take his toys away and leave him well-nigh helpless.

Yeah, and sponsored magic users have to deal with the fact that they're... sponsored magic users.  They can specialize a lot more but get ready for a disgusting number of compels and debts to be paid.

To the rest- sure, he's not overpowered as long as he has a creative GM, but that's the case with any build.  I wasn't saying he can't do it, I said he should talk to his GM because the GM is going to have to be willing to bend the rules for every other player too, IMO.  Or at least be unreasonably insistent that his character is constantly getting kidnapped and stripped of all his toys. 

114
For every scientific or psychological study you can cite that claims Dolphins are as intelligent as you are claiming, I can find a scientific or psychological study claiming they aren't.  It's a highly disputed topic.  Many psychologists have even tried to claim Dolphins are smarter than humans.  They're usually the tree hugging ones that think Dolphins would do a better job ruling the world than us hyper destructive, evil humans.

My point being that you've given them above average human intelligence.  That's what the average skill means.  We can put aside the "so long and thanks for all the fish" argument and at least agree that they aren't more intelligent than humans.  At least I hope we can agree that.  And if you don't think they're more intelligent than the average human than it doesn't make sense to give your "average dolphin" a scholarship at average.

115
DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 03, 2010, 03:38:54 PM »
Unless Feliscon has a more updated PDF than me, Evocation Spin is a completely house rule.  The only spin rule I can find is for defense rolls and they apply to the person taking the next turn, not to the player themselves.  The spin effect only works on later actions, not the current action your taking.  For fist powers I guess that could work if you use multiple powers in one turn (which makes sense).  You'd still have to take at least one mental stress hit but everything after the first power could be free as long as your rolls are high enough.  If they're all roted, then you don't even need to worry about rolls. 

The way I'd do it is something like, "Eye of the Tiger" which increases your alertness and/or athletics and allows you to use multiple fist attacks in one exchange.  It costs a mental stress hit but it increases your alertness and/or athletics for multiple turns and you can continually use spin generated from subsequent actions to cast low shift powers for free.

116
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 02:55:06 PM »
I made a nephilim for a PbP game, but my group had some problems with him having Soulfire, and it didn't really make sense to me for him to not have it, so I'm changing character. My eventual list of powers would have been Soulfire, Supernatural Speed and Recovery (catch is Hellfire 'unholy stuff' and True Faith of people who still truly believe that Nephilim are abominations) Inhuman Strength and Wings under a Human Guise. Also would have added Holy Touch independant of Rightousness attached to the wings and human guise if the GM allowed it (when he spreads his wings his whole body shines with holy light and burns holy-vunerable creatures)

I can post him if people are interested.

One of my "evil" character concepts is a scion of a frost or fire Giant in norse mythology, maybe a son of Ymir himself.  He'd look something like this:

High Concept: Giant Bastard
Trouble: Ragnarok Starter

Powers: [-1] Elemental Fists (claws), [-4] Supernatural Strength, [-4] Supernatural Toughness, [+3] Fire or Ice

Skills:
Superb: Might, Endurance
Great: Intimidation, Fists
Good: Athletics, Presence
Fair: Alertness, Craftsmenship
Average: Discipline, Conviction

Items: Full body armor (armor 2), Brass Knuckles (Fists +1)


Stress:
Physical: 0000 (0000) (not fire/ice)
Mental: 000
Social: 0000

Armor: 0000

117
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 01:55:46 PM »
Why wouldn'T specialists be allowed?

Because thaumaturgy is for wizards and sorcerers.  And both of them need to spend 3 or more refresh elsewhere.  Focused practitioners aren't "magical" enough to take thaumaturgy, they have to take ritual.  At least, that's how I've been reading it.  And the reason being anyone who just had to spend 3 refresh on evocation or thaumaturgy and could spend 4 refresh on refinement would be unbalanced. 

118
DFRPG / Re: Questions on White Court Virgins
« on: June 03, 2010, 01:50:52 PM »
1. True.  If they want to take any more powers (usually inhuman strength, speed, etc...) they need to take feeding dependency.
2. Correct.
3. No.  Only if they kill.  They roll discipline against the value of the power they used to avoid taking a hunger stress hit.
4. They're only ravenous after using the powers.  If the WCV takes a supernatural powers but never uses them he doesn't need to feed.  This is straight from the books.  Thomas only looks ravenous after he exerts a lot of superhuman strength or speed.

No.  When a White Court Virgin feeds he can stop whenever he wants to.  When a GM makes a compel against his high concept he is compelling him to feed because there is a strong emotion that the WCV likes nearby.  The WCV gets a fate point for that compel.  He then rolls discipline to resist that temptation.  Whether his roll succeeds or not is irrelevant to the compel.  The compel was for the temptation to feed, not feeding itself.  The GM can't compel a WCV to kill his victim without dishing out about about a hundred fate points unless the PC is the unluckiest dice roller in existence. 

Remember, each time he feeds it's a mental attack of Deceit vs. Conviction.  So to kill your victim in one feeding you'd need to roll +7 more deceit than your victim rolled conviction.  It's much more likely that it'd take about five feeding attacks to take out a victim (kill him/her) and thus any WCV has five tries to resist through a discipline roll.

119
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 01:36:02 PM »
yes.  But everyone else has to spend 3 refresh on evocation.  That's my point.  If you're a focused practitioner you're limited in that you can only take ritual, and thus only use one aspect of thaumaturgy. 

As it stands he's basically a wizard that doesn't have to take any mental stress hits for casting his spells. 

120
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 01:13:28 PM »
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.

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