Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Theonlyspiral

Pages: 1 ... 4 5 [6] 7 8
76
This is what I have so far...I got my book back from a friend I leant it to. I know it's simaler to Kemmlerian Necromancy but I was honestly stumped.

GIFT OF THE CONFLUX [-4]
Description: Tapping into the Ley-Line construct in Nose Hill Park, you've managed to channel a portion of it's great energy...however now you are bound to be a keeper of that which sleeps beneath.
Sponsor: The Ley-Line Prison that hold a Formorian Giant.
Agenda: The prison was constructed to keep the giant imprisoned, and you are now responsibile for keeping the prison secure. Occasional dark impulses favouring the Formor and it's release bubble up...but how bad could it be?
Evocation: The Gift of the Conflux does not provide any form of Evocation.
Thaumaturgy:The Gift of the conflux provides the ability to use Summoning and Binding Thaumaturgy.
Evothaum: Any Thaumaturgy cast with the Gift of the Conflux can be done with the speed and meathods of Evocation.
Extra Benefits: The Gift of the Conflux gives a +1 bonus to Complexity and Power for Summoning and Binding. Furthermore when using Summoning and Bnding at the speed of Evocation you can use your specializations in place of your normal Evocation specializations.
Restrictions: The benefits of this magic can only be used within the City Limits of Calgary.

77
Hey guys, I've got another question for the universal wisdom. In our game (linked below) we have a public park that is serving as a prison for a powerful Giant Formor. numerous leylines have been moved in ancient times to keep this one powerful creature from when the Formor were originally driven underwater. Almost noone in the city knows what is underneath and it being released would basically be game over. In YS when it's talking about Baltimore, it has very basic rules for attuning yourself to the Ley Lines as a lesser form of Sponsored magic. So in this case how would it work?

Would you only have access to the Sponsorship in the park? Or would the city?
Would you still take debt outside of the park and get compelled but other abilities only function there ? (Intellectus?)
Would the compel be based on keeping the Formor imprisoned? Or on the agenda of the Aboriginal Peoples that first incarcerated it?

Basically this is a little far out from normal sponsored magic and some guidance would be appreciated!

78
DFRPG / Re: Rote target clarification
« on: January 18, 2013, 03:58:35 PM »
You shouldn't base your rules claims on examples which, at best, ignore the rules whenever it's convenient.
Well then, there goes most of the examples in the books.

79
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 17, 2013, 05:04:48 PM »
And here are the edited stunts:
Master's Bladework [-1]
When you use a bladed weapon in conjunction with the Weapons skill to place an aspect on yourself or enemy related to your sword work gain a +2 bonus.

Follow-Through Cut [-1]
When you take an enemy out using a weapon attack, you may use any overflow shifts as an additional weapon attack against another enemy in the same zone.

80
DFRPG / Re: Twilight vamps
« on: January 16, 2013, 10:25:03 PM »
I may use these guys as an Ivory or Jade court vampires in my game. I like them a lot.

81
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 16, 2013, 04:49:19 PM »
Feel free, although I haven't gotten a chance to revise Master's Bladework or Follow-Through yet. That will likely come later today.

82
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 15, 2013, 09:38:53 PM »
Thanks for your patience! I greatly appreciate it!

83
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 15, 2013, 09:21:36 PM »
So they'd roll a new attack roll and we'd treat it as a weapon:3 ?

84
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 15, 2013, 09:00:45 PM »
This is probably my inexperience with the game talking but how would we determine the attack role? Would the shifts be increased by a bad one? Is it an extra attack you only get with extra shifts basically ? I'm just not 100% on how exactly it would work at the table.

85
DFRPG / Re: Feedback on Homebrew Stunts
« on: January 15, 2013, 06:17:32 PM »
I was kind of the fence about it...But Sanya has "Way of the AK" in OW which makes me think that it might be just fine...but then again that's why I posted them up on here.

86
DFRPG / Feedback on Homebrew Stunts
« on: January 15, 2013, 05:16:02 PM »
Hey there All! Hoping to continue the excellent help I've been getting from the board, I have a couple stunts I'd like some feedback on. The character is a Gish (Swordswoman/Caster). The player wanted some custom stunts and I just wanted to make sure they were in line. Any an all feedback is welcome!

Master's Bladework [-1]
You gain a +1 bonus on all rolls with Weapons to make a maneuver.

Samurai Warrior [-1]
You gain a +1 bonus on all attack rolls made with the traditional weapons of a Samurai (Tanto, Wakazashi, Katana, No-Dachi).

Follow-through Strike [-1]
Once per scene after you take out an opponent with a weapon attack, you may spend a fate point to immediately make a weapon attack with the same weapon against another opponent in the same zone.

87
DFRPG / Re: Help With Extreme Consequences
« on: January 13, 2013, 04:08:50 AM »
http://en.wikipedia.org/wiki/Snake_Eyes_(G.I._Joe)

If you're not actually just messing with me with that question, and truly haven't heard of him before now, then my suggestion isn't going to be the right one for your group.
I'm not messing with you. GI Joe was never my cup of tea.

There are some great ideas here guys. I'll bring it up with our table. Maybe even point hem towards this thread.

88
DFRPG / Re: Help With Extreme Consequences
« on: January 12, 2013, 10:27:11 PM »

Then he can be Snake Eyes with a Sword of the Cross, which is turning your frown upside down.
Who's Snake Eyes?

89
DFRPG / Re: Help With Extreme Consequences
« on: January 12, 2013, 09:11:42 PM »
So to be clear, you guys think the best thing to do is retcon the fight and think of it as a lesson learned? Or come up with a narrative way for him to resume his service?

90
DFRPG / Re: How are your campaigns?
« on: January 12, 2013, 08:26:18 PM »
Hey there,

We went straight into a submerged game. We wanted any concept to be viable. Right now we've played 2 sessions covering less than 24 hours. We picked Calgary as we live here. Also with large amounts of aboriginal people's, and crazy weather we figured there would be lots of fodder for different magical factions. We started in the current day, as to make use of things with the Formor. Also no one was really attached to the Rampires so loosing them made no difference to anyone's enjoyment.

Pages: 1 ... 4 5 [6] 7 8