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Messages - Ryan_Singer

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61
DFRPG / Re: How To Stat Sleeping Powder
« on: November 18, 2010, 10:08:55 PM »
I really have a problem with putting someone to sleep with a maneuver. You do as suggested with compels, then  a refresh 11 critter with no chance to gain a fate point is out asleep, & throat promptly slit, or whatever.

Anything that can end a fight in one strike is clearly more than maneuver.

Let's go through this. I think the system is working as intended, here.

First Exchange:

PC: I cast Sleep on the Monster. A offensive Spirit maneuver to put a sticky aspect that lasts 1 scene is 4 shifts. I roll a total of +7 on my discipline. Monster rolls +3 on discipline and gets the aspect "Fighting to stay Awake". I pay the monster a fate point to compel it to fall asleep. The monster has already spent two fate points, so it doesn't have any left to buy out of the compel. It falls asleep, replacing the "Fighting to stay Awake" aspect with an "Asleep" aspect.
Monster: Rolls Discipline as a maneuver to wake up, fails to beat the +7 sleep spell.

Second exchange
PC: Uses the Weapon skill to attack with a knife. Because the bad guy can't resist, he defends with mediocre. The PC has Weapons at Good, and rolls +2, making a Superb (+5) attack. Monster defends with a roll of +1, for only an Average (+1) defense. Monster takes 5 stress, meaningg probably a minor consequence, and then wakes up, as asleep is not the same thing as paralyzed.

62
DFRPG / Re: Animated Scorpion
« on: November 18, 2010, 09:50:58 PM »
By that, I mean that if you are summoning a being with Inhuman Strength, Inhuman Toughness, and Claws, it should take five shifts to summon it. Thus, the complexity is equal to the refresh of the being. If the being has Supernatural Strength, Supernatural Recovery, and Glamours, it'd take about ten shifts to summon it. After that, you need to bind it, with the suggested strength being +4 or +5 over the target's Conviction.

I understand what you're saying here, but I can't find a reference in the book. The only part I've found about summoning complexity is what I quoted. So, the complexity to summon an Animated Scorpion would be 5, because you have to beat it's best roll in a conviction contest, and it has a mediocre conviction. It has venomous claws and inhuman strength, but I can't find any text in the book that says those powers make it harder to summon.

63
DFRPG / Re: Animated Scorpion
« on: November 18, 2010, 09:21:58 PM »
How are you running it? A summoning/binding of a demon into the shell, or something like a temporary version of the Ward Hounds the Wardens use? The Summoning/Binding would be Summon it (Complexity=Refresh of creature) and then Bind it (it's Conviction+4 to be safe). As far as a ward hound idea, I'd go with the Refresh, and double it to activate it. Make giving it commands later on a Supplemental or Full Action.

Where do you get complexity = refresh? From the book:

Quote
Summoning a supernatural entity is a matter
of willing it to your presence and having a place
to contain the entity when it arrives—typically
a casting circle. This usually requires enough
shifts of complexity to beat the entity in a
contest of Conviction, so you’re wise to shoot for
five or more shifts above the being’s Conviction.

New question: The Zombie spell says additional shifts can be used to animate more zombies. How many shifts does it take to get more? If it's just a matter of splitting shifts between summoned beings, why not do them as separate rituals? Maybe 1 shift per additional summon? 2 shifts per?

64
DFRPG / Re: Blood speakers
« on: November 18, 2010, 08:58:02 PM »
How about this:
Quote
-4 Path of Blood

Must: the character must have a high concept that mentions the word bloodspeaker

Path of Blood is very similar to sponsored magic. It allows evocation and thaumaturgy, but only within the outsider / acid milieu.  Instead of being able to borrow fate points for spellcasting, Path of Blood allows storing fate points generated from creating physical consequences and gathering blood. Path of Blood is only useable when the blood stores are available, so if the character is out of stored fate points, he must inflict consequences on himself to cast spells.

So, for example, a Maker donates blood to your Bloodspeaker in order to avenge his brother. You inflict a Minor and a Moderate Consequence on him and get 3 fate points in your blood pool. (6 shifts of consequences / 2). These can be used to invoke aspects to improve your spellcasting. When your blood pool is empty, you have to fill it to be able to cast.

65
DFRPG / Re: Petrification
« on: November 18, 2010, 08:42:08 PM »
I would model it as a normal at-range mental attack, where taken out = turned to stone. Something like:

-3 Petrifying Gaze

Roll Discipline as a mental attack with a 1 zone range. Target defends with Discipline. Attacks made with this power do an extra 2 stress, as if they were Weapon:2. Consequences relate to slower reaction times, and taken out = turned to stone.

66
DFRPG / Animated Scorpion
« on: November 17, 2010, 08:12:33 AM »
The Scorpion from Storm Front:
Quote
ANIMATED SCORPION
High Concept: Animated Scorpion Skills
Athletics: Good (+3) Fists: Great (+4) Endurance: Good (+3) Might: Fair (+2)
Most other skills default to Mediocre.
Stunts
Tough on the Environment (Fists):
+2 on attacks meant to destroy non-living
barriers (doors, desks, elevator ceilings).
Powers
Claws (Venomous) [–3] “Human” Form [+1] Inhuman Strength is
unavailable until the scorpion has enough available energy to grow into a gorilla- sized threat.
Inhuman Strength [–2] Stress
Mental oo   Physical oooo   Social oo Notes
Nasty little things with Mediocre initiative, Great attack & defense, Weapon:2 stingers that can poison you. When gorilla-sized: Weapon:4 stingers, poison at full potency.
Total Refresh Cost: –5

Could someone help me create a spell to create/ animate this? I'm not quite sure where to start.

67
DFRPG / Re: Runes?
« on: November 17, 2010, 07:13:32 AM »
Runecasting is a personal favorite of mine.

You can take:

-2 Ritualist (Runes)

This gives you the ability to cast thaumaturgy spells that directly relate to Rune Magic, like Wards. It also gives you two focus item slots, which can be converted into enchanted items and potions. Runes can pretty much describe any enchanted item. You could have a Rune on your Axe that covers it in flame, a rune on your boots that shield you from harm, one use runes that shield you from sight, etc. Sigrun Gard in the books is a Runecaster, and she is awesome.

Remember to take refinement for more item slots. Lore is the primary skill for Runecasting. Wouldn't be bad to spend the extra piont of refresh and pick up thaumaturgy at some point, putting the specialization into either runes or crafting.

68
DFRPG / Re: Eberron and other fantasy settings
« on: November 16, 2010, 10:40:50 AM »
Controversial Eberron-only stunt:
Quote
Cannith Account
You have 1 enchanted item or potion at a strength equal to your resources skill.

69
DFRPG / Re: Eberron and other fantasy settings
« on: November 16, 2010, 09:16:09 AM »
Power:
Quote
-1 Mark of Warding

You can lay down a ward with complexity equal to your Lore score by spending a FATE point. The ward lasts until sunrise.

70
DFRPG / Re: Eberron and other fantasy settings
« on: November 16, 2010, 08:34:22 AM »
IoP:
Quote
Deneith Sword

+2 Item of Power (Obvious)
-0 It is what it is (big honking Weapon:3 sword)
-1 Add +1 to all Weapons rolls made with this sword
-1 Sword does an extra 2 stress on a hit, for a total of Weapon:5
-1 When using the weapons skill as a block against attacking another character, successful defense gives you the option to reposte, like the stunt.

=

-1 Refresh total.

71
DFRPG / Re: Invoking an Aspect as lightweight spellcasting
« on: November 15, 2010, 07:09:25 PM »
I'd say that if you can do it using evocation style mental stress, it should cost a point of refresh. My original concept was that it would cost a fate point every time but not require a roll.

72
DFRPG / Re: Eberron and other fantasy settings
« on: November 15, 2010, 06:03:05 AM »
Some light race and class templates:
Quote
Elf

-0 Wizard's constitution
Quote
Dwarf

-1 Darkvision
Quote
Artificer

-3 Thaumaturgy (Crafting Power Specialty
Quote
Sorcerer
-3 Evocation
-1 The Sight
Quote
Gnomes

-0 Wizard's Consitution
Note: Gnome's highly magical nature allows them to make minor spell effects by invoking their high concept with a fate point even if they don't have spellcasting powers
Quote
Half-Orc
-2 Inhuman Toughness, no known catch
Quote
Shifter
+1 Human Form
*-1 Echoes of the Beast
*-1 Claws
Quote
Wizard
-3 Evocation
-3 Thaumaturgy
-1 The Sight
Quote
Warlock

-4 Sponsored Magic
-2 Breath Weapon (Arcane Blast)

The pure mortal bonus exists, and is the primary benefit of playing a human character. Human spellcasters and IoP wielders lose it as normal. Non-powered classes are just combinations of skills, stunts, and aspects, and don't need templates. The Sight is a more tame detect magic effect, telling you nothing about character or history, and not a risk for psychic attack. Soulgazes are the province of psychics, not spellcasters.

Minor Magic items are best done as aspects. Enchanted items cost slots as normal. New Power:
Quote
Magic Items
-1 Refresh

Gain 2 Focus item slots ala Refinement

This power costs the pure mortal bonus. Lore reflects your access to powerful enchanted items, and your ability to keep them in good repair. Many characters in this setting have magic items but no other spellcraft.

73
DFRPG / Eberron and other fantasy settings
« on: November 15, 2010, 01:37:40 AM »
Has anyone here ever run a DFRPG game in a setting other than the Dresdenverse? The magic system is a fine replacement for D&D style magic, and I'm becoming a big fan of the play style and mechanics. I'm considering running a DFRPG game in the city of Sharn, in the Eberron setting. Any thoughts?

74
DFRPG / Re: Cassandra's Tears
« on: November 15, 2010, 12:52:35 AM »
You really have to negotiate with the GM here. The basic mechanic for you to use is using lore rolls or fate points to make prophecy-style delcarations, and the GM should sometimes use your power as a plot-enhancing mouthpiece, as a compel.

If your GM doesn't want prophecy to be a theme in his game, then you should probably make a different character.

75
DFRPG / Re: Invoking an Aspect as lightweight spellcasting
« on: November 14, 2010, 11:07:32 PM »
It's actually something you don't really need.
Any pure Mortal can take powers later in the game. As long as there's refresh, and it's somehow fitting in the story.
You'd simply loose the +2 refresh bonus as soon as you take on any powers.

No placeholder power needed.

This was my original perception, too. It seems, though, that the consensus is that any kind of supernatural trapping requires giving up the pure mortal bonus, even if, mechanically, it's nothing more than a supernatural aspect and normal invokes and compels.

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