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Messages - Cadd

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361
DFRPG / Re: Scion Question
« on: May 05, 2013, 09:30:41 PM »
Um, darn it, now you went and made me uncertain here...

Edit: After looking at it, I think I might actually have mixed it up with the note by "Spectre" on OW57 about "low refresh but still unplayable" and just in my head expanded it. Will duly edit my previous post to reflect that it was opinion, not RAW.

362
DFRPG / Re: Scion Question
« on: May 05, 2013, 07:44:13 PM »
That would depend on the type of Scion. If the "parent type" of being is deemed playable, of course the post-choice scion will be as well; while if it isn't (such as fae, not playable by RAW in my mind no matter the refresh) the scion will become NPC upon choice.

363
DFRPG / Re: Scion Question
« on: May 05, 2013, 06:47:20 PM »
I think for Changelings (and I'd apply it to any other Scions as well) the point where the Choice is made (and thus NPCdom) is when either refresh reaches 0 or the selection of powers matches the parent. At that point, the choice is made, whether or not refresh is still positive.

364
DFRPG / Re: Red Court Infected - Feeding but not killing?
« on: May 03, 2013, 10:50:03 AM »
Based off of how Harry gives Susan a few drops of blood from his cut palm at one point to "revive" her, I'd say yes. It'd probably include physical restraints to avoid holding on and taking too much, but it should be possible.

Personally, I'd not allow runoff or blood packs. Do we even actually know if animal blood does anything for a RCV, btw?

365
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 10:33:00 PM »
That text document is an absolute goldmine! The only annoying thing with it is all the BBCode tags in it, but those are fairly easily edited out :p

366
DFRPG / Re: Question on "inherent" worldwalking
« on: May 01, 2013, 06:09:16 PM »
I take it Tsunami means that it's not so much what happens there, as what the place symbolizes.

367
DFRPG / Re: Price this IoP
« on: April 30, 2013, 09:23:24 PM »
If you want to get really picky "Knight of the Cross" is actually not a template.
The template is "Champion of God", with the Item of Power "Sword of the Cross [-3]" added.

Unfortunately, the only examples of Champions of God are the three known Knights of the Cross.

To me this means that the High Concept "Knight of the Cross" satisfies the requirement of the Template, while the aspect "Wielder of X" satisfies the must of the IoP.

368
DFRPG / Re: Question on "inherent" worldwalking
« on: April 30, 2013, 11:01:14 AM »
Yeah, I'm not entirely sure about that either, but figured it could be a good idea to think of themes and how it's done just in case. We've decided that she's never been to the Nevernever yet, but she will in the future, if nothing else to use Ways to get to challenging prey.

369
DFRPG / Re: Question on "inherent" worldwalking
« on: April 30, 2013, 08:01:37 AM »
Mechanically, it's anywhere you can invoke (or tag) an appropriate aspect for effect.  The resultant effect, of course, is movement between worlds.

Aaaahhhh, that makes so much sense now that you say it! I'm still new to the FATE system (a few sessions into GM-ing one game, and now preparing to play in another) so I still haven't fully internalised the "almost everything boils down to Aspects"-part yet... That little part would have been really nice to have spelled out in the book actually, or if it is I've just missed it...

370
DFRPG / Question on "inherent" worldwalking
« on: April 29, 2013, 08:31:26 PM »
A post by Tsunami in the "Thunder Gates" thread reminded me of something that's been at the back of my thoughts for a while.

I'm currently designing a hunting-themed Changeling (half goblin). In what areas would she be able to pass into the nevernever on her own (if any) without any other power? What would be "affinity" areas? Would any wilderness with a natural predatory fauna do?
How long would crossing into the nevernever (or back) take when not using something like Swift Transition*? I'm guessing "A few moments" but not realistically doable during a conflict.

*This, btw, has a really confusing name to me, nothing in the writeup indicates a different speed of transitioning, just that it can happen anywhere.

/Cadd

371
DFRPG / Re: Purview of the Elements
« on: April 24, 2013, 11:43:58 AM »
Cool. Yeah, that'd definitely work.

I wonder, would hexing an electronic lock be a viable way to open it? In the books Harry describes hexing as making "anything that can go wrong, go wrong" when it comes to more modern technology.

Really depends, most places where an electronic lock is used also defaults to locked status if there's any malfunction (such as power outage etc), so hexing should probably not open it; on the other hand Hexing can also just cause something to act wierdly rather than stop working (See the GPS-incident), so it might... I'd saythat if allowed, it'd definitely cost a FP though, as an invoke of High Concept...

372
DFRPG / Re: Law Talk
« on: April 23, 2013, 07:42:14 PM »
On that topic: Do any law get a pass from a willing target? I'd think the Third Law would actually be possibly to work around, with informed consent, as that wouldn't be "invading", but the others can't really be worked around, can they?

373
DFRPG / Advancement question.
« on: April 15, 2013, 10:31:38 PM »
I've been thinking a bit about the advancement rules, specifically the Minor Milestone option of swapping Stunts.

Is it possible (i.e. by RAW allowed) to simply drop a stunt?

One of my players have picked Listening as a stunt, to represent a magical sharpening of senses that's available to her, even if she is still unaware of her actual magical abilities. When she starts to gain control of her magic, I feel that the effect should be fairly simple to replicate magically, albeit not as fast. She might then feel like she would want to drop the stunt to recover some refresh (to be able to invest it in the magic instead). Is this OK, ruleswise?

374
DFRPG / Re: White Court Multi-Target?
« on: April 12, 2013, 11:29:05 PM »
I feel a zone-wide effect is really in keeping with the lore, look at Madeline Raith at Zero, for instance. Probably a separate upgrade at -1 refresh, requiring At Range.

375
I have seen GMs use the player's original course of action as a litmus test for handing out Compels and FPs, thinking that since the player was going to do it anyway, then it obviously does not meaningfully complicate his life.

I can absolutely understand that reasoning, but it does go against the note on self-compelling and retroactive fate points in the RAW. That passage to me means that whether or not the player was being compelled beforehand or not, if acting along the characters Aspects create complications, that's grounds for a FP.

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