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Messages - Mojosilver

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16
DFRPG / Re: Request A Character
« on: November 21, 2014, 08:41:09 PM »
OK Thanks.

17
DFRPG / Re: Request A Character
« on: November 20, 2014, 11:42:01 PM »
Would you be willing to convert some D&D 5TH characters?
My groups party is a half-orc Feral Druid as our tank. She's a Monster in a mans world. A Mountain Dwarf arch-fey tome warlock to handle Damage. He is a consummate professional. And a Half-elf Bard of valor for support. Brilliant but lazy kind of guy.

18
DFRPG / Re: Druidry in the Dresden-verse (ala Iron Druid style)
« on: June 30, 2014, 02:02:07 PM »
Thanks for the ideas.

19
DFRPG / Re: Druidry in the Dresden-verse (ala Iron Druid style)
« on: June 29, 2014, 01:02:41 PM »
Sorry for not being clear. I know things in The Iron Druid Chronicles is different but I would like to know how to stat The Iron Druid's cold Iron Amulet and the Charms on the Amulet as a Item for DFRPG.
Would it even count as a Item of Power? The amulet can not be remove by anyone but Atticus for one. No Item of Power rebate I guess. Or simply a Character Aspect and powers?
The cold iron part of the amulet seem to let him resist many types of magic. Not really magic Immunity or Atticus would not need the Fulgurite Stone Back. And Atticus's body counts as cold iron so any Fae that touch him die. So I am not even sure where to start.
The Bear Charm seems to store magic for spells. thanks for the idea on how to do that in game Locnil. Anybody have some more.
The Camouflage Charm cloaks Atticus and anyone he's in contact with in a near invisibility. Focus item bonus to Defend (Veil) I am guessing. Maybe?
Faerie Specs Charm which provides him the ability to see the magical realm, such as enchantments and auras. The Sight power only or something more to help with the ill effects of The Sight. Some kind of bonus to Discipline maybe.
Fulgurite Stone Back would seem to be Immunity to Lightning.
Healing Charm in case Atticus is not in contact with the Earth this stores his healing magic. More Compels like Locnil said for the Bear Charm maybe? Thanks again Locnil.
Night Charm which provides night vision. Cloak of Shadows Power or something more like Rashid's faerie ointment but for seeing in the dark maybe?
Shape shifting Charms. Beast Change Power is one form and True Shape shifting is more than Atticus's four forms.
Soul catcher Charm. More Compels???
Vampire Charm for killing vampires. Again not sure where to start on that one.
Hopefully everybody can see what I am asking. So any thoughts everybody?

20
DFRPG / Re: Magic Systems
« on: June 29, 2014, 11:34:33 AM »
I like Shadowrun.

21
DFRPG / Re: Druidry in the Dresden-verse (ala Iron Druid style)
« on: June 28, 2014, 10:47:22 AM »
I am curious about Atticus's necklace and the charms on it.(how to stat it in the Dresden files RPG) Are the charms enchanted items, focus items, a bit of both or something else. Like the Bear Charm which acts as general magic storage, for whenever Atticus needs magic, but is not directly connected to the earth. How would that work in a DFRPG. And the Faerie Specs Charm which provides him the ability to see the magical realm, such as enchantments and auras. Would the Charm simply grant The Sight or help protect the user from the ill effects of The Sight. I ask because Atticus rarely suffers any of the ill effects The Sight has. Where Harry all most seems afraid to use The Sight.
So Please tell me what you all think.

22
DFRPG / Re: Druidry in the Dresden-verse (ala Iron Druid style)
« on: June 28, 2014, 10:03:21 AM »
The Iron Druid does not seem like he is powerful but I think he is. He's power are not flashy like say Dresden but I think The Iron Druid can give any of Dresden's enemy's a run for there money. Atticus has a lot of different power where Harry focuses on his combat magic. Yes they are both strong. Atticus is simple more of a jack of trades to Harry's Nukem style Wizardry. And yes I know Harry has more then his magic now but is still his preferred way of dealing with thing.

P.S. I love both The Dresden Files and The Iron Druid Chronicles.

24
DFRPG / Re: Running water
« on: November 01, 2013, 05:17:33 AM »
I have been wondering how/if snow could effect magic.  :P

25
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 28, 2013, 02:47:29 PM »
I am sorry that my example was not understandable. Sorry all I will try again.

One thing is that when you attack and hit your target. Ever attack point above your target's defend is damage. Then you add your weapon rating to the damage you have already done. Where as in something like D&D you have a attack rating to decide if you hit. Then a Damage rating to decide how much damage you do. What I am trying to say is if Murphy attacks someone with a pistol weapon rating 2. Her guns skill in Our World is Great:4. Now she roll and only gets 4. She gets no plus or minus to her skill from that roll. The defender rolls 1. Because Murphy's attack is 3 over the defender's defense she does 3 stress plus her pistol's weapon rating of 2 for a total of 5 stress. So a pistol can do more damage then say a M60 in the hands the of a of a skilled user or more to the point. A bullet to the head from a pistol kills and a bullet from a M60 to the foot hurts but may not kill you.

The other thing is in Your Story page 251. In the "what you can do with it " for evocation example. Harry attacks a red vampire. His player—Jim—decides he doesn’t want to mess around with this thing too much, so he chooses to summon up 8 shifts of power for the spell. Harry has a power specialization in fire magic, so his Conviction is treated as Fantastic (+6) for the purposes of the spell. That means that casting this spell will give him a 3-stress mental hit—one stress for everything up to 6, and then two more to get to 8.The difficulty to cast the spell is Legendary (+8). That’s high, but fortunately Harry’s blasting rod gives him a +1 to control, so Jim starts by rolling his Discipline at Great (+4). He gets a +2, for a total of Fantastic (+6), and invokes Harry’s Wizard Private Eye aspect to give him +2 more. This controls all the power necessary for the spell, and aims the spell at his target at +8. Harry yells “Fuego!” as he points his blasting rod, sending a column of flame at the vampire, an attack at Legendary rated at Weapon:8. The vampire rolls to defend against Harry’s roll of Legendary and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The vampire’s Inhuman Toughness reduces this to 11 stress, and the vampire takes a severe consequence of Extra Crispy and a 5-stress physical hit.

 In above example. Harry's spell is an attack at 8 and Weapon is rated at 8. So the vampire rolls to defend against Harry’s attack of 8 and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The thing is to do that damage Harry took 3 mental stress to do it and spent a Fate point. Yes he may have taken down the red vampire one hit, one round (maybe) and yes stoping a attacker before they hit you is a good thing. But who is to say someone like Thomas could not do the same damage. Yes it would take a round or two longer but he would not need the fate point like Harry did and maybe even with out the 3 stress Harry took. Not saying Thomas may not spend a fate or take stress. Only saying you he may not. So a wizard the may win in first, second, or even the third round of combat. But can anyone say a super like Thomas or even a mortal like Murphy can not do the same if only taking a round or to more to do it and with out the mental stress wizard takes to cast evocation spells. True Thomas or Murphy could get hit for stress but Harry took or maybe even more and maybe not. You never know how it will be. But to me wizards are not better or worse.

At least that is what I get from the rules.
Hope that was more understandable Sanctaphrax. ;D

26
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 28, 2013, 03:34:13 AM »
This has been buging and I do not got it. Why is weapon rating being use as base damage or stress. On page 202 weapons and armor. A weapon can inflict additional stress on a target when you succeed on an attack and, likewise, armor can mitigate stress. The key word being ADDITIONAL stress. On the same page in the example. The demon takes a swing at Evan, rolling a total of Fantastic (+6) with his Fists skill. Evan didn’t have the opportunity to bring up a shield, so he tries to dodge, rolling his Fair (+2) Athletics and only getting a Good (+3). This means that the demon inflicts 3 points of physical stress on Evan. That example uses skills. So if the demon weapons skill with sword weapon rating 2. Same rolls. The sword's weapon rating would add 2 to 3 stress already done. Making it a total of five stress. As for making effective PCs that aren't wizards. Wizards do not seem all that better to me. On Thomas' Character sheet in OW he has weapon skill 4 and Thomas tends to favor swords. (Weapon:2, 4 with his Strength) So with out a roll his attack is 4 and weapon rating is 4. On Harry's Character sheet Conviction 5 and Discipline 3. So for 1 mental stress he has with out rolling his attack is 3 and weapon rating is 3. If you add Harry's blasting rod and\or staff and who would not. he can do 4 attack and 4 weapon rating. That is the same as Thomas but with out the mental stress or at least that is how I read it.

27
DFRPG / Re: Modular Abilities Expanded
« on: November 01, 2012, 02:56:13 PM »
modular abilities is a power that can let a player be anything and everything. but alot of people when you tell them that. they can't think of anything. a player in my group has this power. the player has four builds she uses defender, striker, stealth, and a perception build.
what i am saying dispite the fact she could be alot more that all she plays as.(and all she whats to play as). so if i where to change modular abilities i would make it two fold. how many builds you could have. 1 point two builds, 2 points four builds and so on. then i would point pool to spend on the builds. so say i spend 5 points. 1 point for two builds 4 point pool.
my character have one build of inhuman strength and inhuman speed and another of inhuman toughness and inhuman recovery for example. thats my two cents.thanks bye.

28
DFRPG / Re: Spring Autumn Courts homebrew
« on: November 01, 2012, 01:55:17 PM »
OK here is my take on the courts.
spring: growth, healing, and rejuvenation, awakening. change is here, planting or birthing of new things, out with the old in with the new. spring would be more open to new things and new thought. stoic and hard working to in sure change is in there favor.
summer: every rose has thorns but you do not always see the thorns. growth of what is be it good or bad.
autumn: Entropy, harvest, fatalism, perseverance. cold hard days are a coming be ready to meet them. harvisting and preservation of what is so it is not lost. work, fight, and party like it's your last day alive, cuz, heck, it probably is.
winter: death, hibernation, stealth, secrets. cold cruel beauty. it's a dog eat dog world. The world is a sinful place, and sin can give you strength.
that is my two cents on the fae courts. thanks bye.

29
DFRPG / Re: Messing With The Skill List
« on: October 03, 2012, 04:37:49 PM »
Wow cool subject.
hmm Athletics seems to be over powered and might under powered. not sure how to fix that.
i'd combind drive and contacts in to streetwise. know the people and the town. alertness and investigation in to Perception. i don't think i'd keep presence. it seems to be even less usefull then endurance. put at 3 and foget about it. not sure what to with social defense. craftsmanship and resources seems more like backround aspects to be handled as aspects. preformance could be handled by the social skills and/or knowledge skills. that my two cents. thanks bye.

30
DFRPG / Re: How should I develop my character's powers?
« on: December 27, 2011, 08:00:43 PM »
Two things i have not see.(but may have missed) is to buy back your catch. go from holy stuff (+2) to true faith (+1) to sword of the cross (+0). or you could keep your refresh for more fate points. that way you do not have to deal with compelling as much.

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