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Messages - HobbitGuy1420

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151
DFRPG / Re: Living Circle
« on: October 01, 2010, 02:41:50 PM »
regarding the circle-of-praying-faithful, I'd just have the highest conviction of the group roll a Declaration to place the "circle of faith" aspect on the scene, and then if they were to try to keep out a demon or vampire or the like, I'd just have them spend a fate point to Compel the nasty on that aspect, much like Vampires can be Compelled by symbols of faith.

152
DFRPG / Re: Magic Items
« on: September 28, 2010, 05:20:22 AM »
That would really be an interesting way to go about it.  Give him Item of Power with Modular Abilities and flavor it that each separate power comes from a different item.

153
DFRPG / Re: Storing then redirecting magical energy?
« on: September 28, 2010, 02:32:15 AM »
Personally, I wouldn't allow for large-scale redirection of thaumaturgical results, for the given reasons. 

If someone wanted to specifically build up a magical reservoir to use, I'd just run it as a maneuver placing the aspect "filled with magical energy" on them, then let them tag/invoke that aspect to gain a bonus to their Conviction for the purposes of gathering power without increasing the amount of stress taken. 

voila: a more powerful spell, all done within the rules as I understand 'em.

154
DFRPG / Re: Refresh cost for teleportation
« on: September 26, 2010, 04:35:08 AM »
low-level teleportation with the abilities you describe could probably be represented by the inhuman-supernatural-mythic speed powers.  Remove the bonus to Initiative and grant another boon of similar power that suits teleportation, and you're set. 

long-range transport is a different animal entirely; I'd need to put more thought to it.

155
DFRPG / Re: Preferred Power Level for DFRPG Modules?
« on: September 26, 2010, 04:10:17 AM »
It might be hard to plot out a module for DFRPG, just because of how flexible and collaborative the whole game is.  Unlike DnD, where you can generally predict the capabilities of the party at a given level, with DFRPG you could have a party of physical powerhouses with absolutely no social or mental skill whatsoever, or a band of social monsters who don't know which end of a knife to hold, or something in between.  A mod that'd be a cakewalk for a group with a wizard capable of remote-viewing or tracking spells might be impossible for a group of vanilla mortals or were-changers.

156
DFRPG / Re: Homebrew Stunts
« on: September 23, 2010, 01:03:26 AM »
Just thought of one for my character.  Input on it?

Deceit:

It's Just Creative Lying: You may use Deceit, rather than Performance, for the Playing to an Audience trapping, but only when acting. 

Alternately, its inverse could be appropriate: 

Playing to expectations: You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.

157
DFRPG / Re: Character Concept: Micheal Landon, Highway to Heaven!
« on: September 17, 2010, 04:35:41 AM »
There's a Stunt, either in the core list or on some NPC, that lets you use Conviction for physical (and maybe social or mental) defense when you say some holy words.  That could be appropriate.

158
Ideally, I'd like a system that, given the proper amount of refresh, could represent low-level powers such as Daredevil, unpowered-but-formidable folks like Batman, and a moderate-but-accurate representation of Superman.

159
DFRPG / Re: Character Challenge
« on: September 14, 2010, 05:17:24 PM »
If you need more of a drawback to the Fiddle, give it a Demonic Copilot urging the wielder to pride and sin.

160
So, I've seen a couple threads statting out superheroes with the existing DFRPG rules, but not much on the use of the system for an actual superhero game.  To that end, I'm creating this thread as a place to brainstorm a good conversion of the DFRPG rules to a superhero system. 

And yes, I know they're coming out with a FATE-inspired system for superhero games soon.  That's soon, this is now.

This is for a general superhero game, encompassing as wide a range of comic styles as possible.  For variations to represent Dark Age-esque gritty adventures or Gold- and Silver-age ultrapowerful or silly scenarios, it'd be good to note them as such.

My current thoughts:

Compared to a standard Dresden Files RPG game, a superhero game would probably run on the *very* high power level.  I could easily see Refresh levels of 14 to 20, with Skill numbers anywhere from 40 to 60 and with correspondingly-higher Skill caps.  The Refresh bonus for unpowered Mortals (such as Batman or similar archetypes) might need to be given a corresponding increase.

A good number of existing superhero conventions can be represented with the current power-set.  Some abilities can probably remain as they are (Breath Weapon, for example, would be useful to represent a wide variety of blast or beam-style powers) while others may need to be expanded (the speed, toughness, recovery, and strength powers might need even more tiers) or even reworked entirely (I'm uncertain if the spellcasting system as it currently exists would represent superhero-style powers well).  I'm not certain, but the Skill system may also need some revamping.

Specific thoughts: 
for a Superhero game, I might make Catches optional on Toughness and Recovery powers other than Physical Immunity, as there are a good number of superheroes who are just darn tough and resilient, bar nothing.  Conversely, I might create a Catch-like system that applies to other powers as well - much like how Superman's superpowers get taken away by Kryptonite at the same time it hurts him.  There would, much like in the original DFRPG, be a limit to the amount of catch-stacking one could do. 

I'm not sure why, but I thought that it might be appropriate to limit Powers to no more than 3/4 of a character's Refresh, requiring stunts for anything beyond that.  Not sure why, other than the fact that Powers are more powerful than Stunts, and thus the cumulative advantage granted by a bunch of Powers is greater than that granted by a bunch of Stunts.

I'd grant another level of Speed, Strength, and Recovery above Mythic.  For Toughness, once you hit that level it's pretty much Physical Immunity anyway.  I might also allow for an upgrade of the Claws power, to represent high-damage characters who don't get it via superstrength. 

the Item of Power rules would be applicable in full force, to represent power rings, ultra-gauntlets, supersuits, and powered armor. 


161
DFRPG / Re: Character Challenge
« on: September 14, 2010, 02:52:19 AM »
Trouble concept: Old Scratch wants a rematch, and won't accept a 'no'

162
DFRPG / Re: So... I specced Spider-man today...
« on: September 07, 2010, 03:54:05 AM »
Stats for Venom (based on DumbleDresden's Spidey, and representing the classic version of the character):

IoP: The Symbiote (+2)
- Mythic Strength (- 6)
- Supernatural Toughness (- 4)
- Inhuman Recovery (- 2)
- Human Guise (-0)
+ Catch: Sound or heat (+ 1)
- Mythic Speed ( - 6)
-Supernatural Sense: Spidersense (- 1)
- Modified Breath Weapon (- 2)
- Demonic Co-Pilot (- 1)
- Spiderwalk (- 1)

Depending on the incarnation, Venom may or may not possess a Feeding Dependancy.

163
DFRPG / Re: WCVs and the Catch
« on: September 02, 2010, 06:34:09 AM »
Bear in mind that it's not just people who they're trying to feed from who can fulfill this Catch - any item representing True Love/Hope/Courage can fulfill the catch, and serve as a weapon or grounds for a compel on the high concept.  The book specifically lists a rose given between lovers poisoning a WCV who was pricked by the thorns, and another one has a ring-shaped scar in her palm from handling the wrong wedding ring.  

Dealing with a fear-eater?  Find (or Declare) a sword that was used in battle against overwhelming odds.  Odds are, that sword will have taken in the Courage of the one who wielded it, granting it the ability to bypass the WCV's Recovery (and possibly deal extra damage, to boot).  

Similar possibilities will exist for lust- or despair-eaters as well.  Just gotta be creative.

164
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 01, 2010, 04:42:55 AM »
The Slender Man
High Concept: Mysterious Apparition
Other aspects: Fond of Children, Twister of Minds, Don't Take My Picture, Fo Und YoU Forever

Skills and powers are harder to work out, just because he's such a nebulous entity.  I'd give him some measure of Strength and Speed (exact levels to be decided) and probably Physical Immunity and/or supernatural Recovery (catch unknown).  Depending on the incarnation, I might give him Incite Emotion (anywhere from fear to madness), Claws (to represent his ability to easily and quickly damage folks) and some method of glamour or invisibility.

165
DFRPG / Re: Entrigan
« on: August 31, 2010, 05:55:05 PM »
I think that all those cases of plots to kill the characters failing could be represented as the characters conceding with a taken-out condition that involves retreat, unconsciousness, etc., rather than death. 

That's another important thing to note - A character can ensure that he's not killed by simply Conceding.

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