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Messages - Peteman

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61
DFRPG / Re: DFRPG Supplement
« on: January 09, 2011, 09:37:51 PM »
I hope they have some generic NPCs like enemy sorcerers that you can send against people.

62
DFRPG / Re: Can a House satisfy a catch
« on: January 05, 2011, 11:20:11 PM »
Ok so my question is if say a husband built a home for his wife and they were in true Love would that house satisfy a WCV's catch or would it just translate into a higher threshold value or maybe both.

Depends: did he build the house out of love for his wife or did they simply need a place to stay? If the former, I would say yes (though remember, he would have to touch the building with bare skin to harm him). If the latter, no.

63
DFRPG / Re: Two questions
« on: January 05, 2011, 11:15:31 PM »
The RPG says that supernaturals don't accidentally Hex technology, but can if they do so desire.

My interpretation is that sponsored do get Lawbreaker stunts for the various Laws they break. However, the White Council cannot simply execute them because although they claim responsibility for all Mortal mages, a mage that is sponsored is usually under the jurisdiction of their sponsor.

That being said, I think the White Council is probably a bit trigger happy to declare war against factional Lawbreakers of the fifth, sixth, and seventh Laws.

64
DFRPG / Re: Unidentified Faerie Folk
« on: January 05, 2011, 05:28:52 AM »
In our game, my friend made his character a "Gremlin Blooded" Changeling. Gremlins came about in World War II, made up by British pilots to explain random mechanical errors. Later a story-book was written, illustrated and published by the Walt Disney company about them and how the pilots convinced the gremlins to help in the war-effort against the Nazis by fouling their planes. There was also a Warner Brothers cartoon about them, featuring Bugs Bunny.

I have a Technomage* character whose Trouble is "F*^%ing Gremlins"

*Still suffers from Hex compels, but has some pretty ingenious ability to design hex wards.

65
DFRPG / Re: Unidentified Faerie Folk
« on: January 05, 2011, 02:44:38 AM »
Domovoi are friendly house faeries. While most faeries are repulsed by Thresholds, Domovoi are able to thrive in them. However, Domovoi will not do anything to endanger the Threshold of the house it adopted. Indeed, they will help in the limited manner they can, usually with warnings. They have limited oracular abilities, and will provide warnings to protect their wards. They will grieve as much as any family member over the death of anyone in the household.

Though friendly to their Threshold providers, they are less caring toward others, usually stealing to benefit their wards.

Lastly, a Domovoi does not appreciate an unkempt house. Though they can be forgiving in a high intensity household (read: lots of family), they will increase the messiness of an unkempt home if they deem it insufficient. Once returned to proper order, they will be satisfied. They tend to know local faerie cleaning services.

(I know they're listed as spirits on wikipedia, but I figure they could go both ways)

66
DFRPG / Re: Wererhino: The Catch?
« on: January 05, 2011, 12:05:25 AM »
I would like to point out (Aftermath spoilers)
(click to show/hide)
We are talking about a were-rhino not a rhino. This is a supernatural being that could have supernatural toughness.

Then I would go with silver. It's a classic.

67
DFRPG / Re: Vampires and Werewolves and . . . Aliens?!?
« on: January 04, 2011, 01:44:55 PM »
Actually, organic ships have been in Star Trek since at least 1990 (see episode Tin Man)

68
DFRPG / Expanding the Shift Track
« on: January 04, 2011, 06:09:37 AM »
I don't like the fact that in general, you can only take 4 hits max to a stress track before you have to take consequences. I was thinking of an alternative system, where the stress track is additional, but still limited by your stress level. So someone who has average endurance would have 3 total stress, but can only take a max 2 stress hit at a time before taking consequences. Someone with fair (+1) Endurance would have 6 total, but could only take a max 3 stress hit at a time before taking consequences. Someone with a Good (+3) Endurance would have 10 total, and could take a 4 stress max hit at a time before taking consequences (so he could take two 4 stress hits and a 2 stress hit before being potentially taken out, but a 5 stress hit would require taking a minor to bump it down to 3). Somone with Superb (+5) would still have only 10 physical stress limited by 4 but would get the extra consequences.

People with hulking size would be able to add their extra boxes as usual so a creature with good endurance could take 21 physical stress total, limited to 6 stress max before taking consequences.

Guys with Toughness Powers would have two tracks, one to represent their super toughness and one to represent their normal toughness, so a guy with good (+3) endurance and Inhuman Strength would have 10 (1+2+3+4) normal stress and an extra 11 (5+6) super stress, limited to 4 against Catch attacks and 6 against non-Catch attacks. When taking attacks that doesn't affect his Catch, he can divide it up between his super stress and his normal stress, so when taking a 4 point hit after damage reduction, he can put 2 into normal stress and 2 into super stress, filling out 2/10 and 2/11. However, when dealing with Catch attacks, he has to absorb all the damage in his normal stress track, so a 5 point Catch attack would put him over the edge and require consequences or just take him out (since he can absorb upwards of 4 stress at a time without consequences).

I just don't like how you could cast 4 minimal stress spells and run yourself out on the stress track, even if you have a Good Conviction.

69
DFRPG / Re: Wererhino: The Catch?
« on: January 03, 2011, 11:47:23 PM »
Then why not just use Hulking Size? That seems to make plenty of sense here.

I'm not the one arguing for a rhino Catch.

70
DFRPG / Re: Vampires and Werewolves and . . . Aliens?!?
« on: January 01, 2011, 04:23:30 PM »
You know, you could consider having him play an alien wizard. A plane-hopping dude that got lost on the way home and had to head into the nearest port. But he's a full on mortal alien.

71
DFRPG / Re: Wererhino: The Catch?
« on: December 31, 2010, 05:14:26 PM »
I still think animals that are inhumanly tough are usually that way because they're just frakkin' big.

72
DFRPG / Re: Catch Ideas
« on: December 26, 2010, 02:11:22 PM »
Catch ideas...

Hmmm...

For Mythic Toughness and Physical Immunity

Cannot be harmed...
...while the Sun shines in the sky or during the dark of Night (dawn and twilight, you're up!)
...by the arms and fists of man.  (kicking works wonders, though)
...by neither man nor woman. (take a guess)
...by either the clothed or the nude.  (a classic, and the usual loophole is to wear a fishing net)


You know... sounds like I should just sic my dog on him at dawn or twilight.

No man can defeat me!
(Gets run over by a horse).

73
DFRPG Resource Collection / Re: Spare Character Concepts
« on: December 25, 2010, 04:55:49 AM »
High Concept: Vampiric Necromancer
Trouble: Fifth Law Violation?
Other Aspects:
Technicalities!
I Hate Vampires.
Or are a complete PSYCHO!!


Basically, the guy decides to try reanimating Black, White, and Red Court Vampire zombies, on the basis that they were not human. He is more than a little unhinged.

74
DFRPG / Re: Wererhino: The Catch?
« on: December 22, 2010, 05:28:51 AM »
I don't think natural creatures should have supernatural based toughness powers. We should probably expand the Hulking Size powers to allow a Large Size that's between normal and Hulking, and maybe include a "tough hide" power that is size dependent and only applies to the 3.5 DND Bludgeoning/Piercing/Slashing style of damage.

75
DFRPG / Re: DFRPG Resource Wiki
« on: December 22, 2010, 03:15:35 AM »
I want to add my Soulsteel Sponsored Magic to the wiki, no objections?

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