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Messages - stabbald

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1
DFRPG / Re: Batman character sheet
« on: April 08, 2011, 10:08:21 AM »
http://www.jimbutcheronline.com/bb/index.php/topic,19290.0.html

Yeah, this has been done so many times. I've seen him anywhere between 10 and 30+ refresh.

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DFRPG / Re: Power of submerged casters?
« on: April 08, 2011, 10:06:53 AM »
Wait, Belial, do you let the necromancy control bonus stack with the spirit control bonus? That seems like a bad idea to me. (If I did it with Tbora than goddamn it.)

I also question the possibility of using Kemmlerian Necromancy without Lawbreaker (Fifth). I always got the impression that simply casting a Kemmlerian Necromancy spell breaks the Fifth Law. That's subjective, though.

And yes, a Submerged character can be truly world-class in one thing. Evocation is a rather good choice for that thing to be.

Even if it doesn't require a lawbreaker I'm thinking that if any Warden saw you using Necromancy they would excecute you immediately, just in case.
(click to show/hide)

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DFRPG / Re: Gf's character idea most min/maxed ever lol
« on: April 01, 2011, 08:39:42 AM »
Everyone can poison most weapons and a number of creatures already have the "venomous" upgrade to their claws. That's what bypasses that catch.

How would it work though? In relation to toughness would the poison act as like a corrosive? I can see poison hindering recovery but toughness is a little harder to explain.

Another point, what do you define as poisonous? Chocolate is technically toxic, does that count?

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DFRPG / Re: Gf's character idea most min/maxed ever lol
« on: March 31, 2011, 10:25:08 AM »
This is an 8ft tall cat we are talking about here I would say that is one huking big cat who probably is that tall without standing on her hind legs which means she will also probably be about 3-4 (9-12ft) meters in length.  I didn't think that hulking size gave a bonus to grapple though or does she have strength powers.

Oh yes, hadn't thought of it that way.

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DFRPG / Re: Gf's character idea most min/maxed ever lol
« on: March 31, 2011, 09:38:30 AM »
Would you mind posting the build for this character?

Another thing, does 8 foot tall meet the requirements for hulking size? I always assumed you have to be in excess of 10 foot at least for that.

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DFRPG / Re: Armored giant?
« on: March 31, 2011, 08:18:19 AM »
Yes, it's statted out as armor 4 (free) 3 stunts and 2 refunded for being an large obvious IoP, so final cost is 1 refresh.

Sure it's large and obvious but the only reason that would be worth -2 is because you could somehow be robbed of it. I don't see how someone could steal your 30 ton armor without going through a great deal of effort and bringing along a massive truck or heavy lifting helicopter.

I'd also add some kind of aspect to it to represent the weight and the effect that has on the environment around you. At 30 tons your movement alone is going to wreak all but the sturdiest of terrains.

7
I had an idea about a different Holy Warrior, and how to empower them.

Either a Tattoo, or possibly engraved on the bones (like sam and dean from supernatural) a symbol that lest the wearer/weilder empower a Construct which Surrounds the wearer/weilder, like a suite of armor.

How would you go about constructing something like that inside the rules frame work.

I figure either go shamanic, adding "bears strength, eagles sight, salmons wisdom..." and so on, or actually simulate a creature of legend, a jann, or a winged knight, or what ever. Possibly something Hindu, with extra arms and a blue skin tone. Any sugestions, rule wise?

I think your best bet would be to take Marked By Power and Human Form affecting whatever powers are thematic for the diety in question.

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DFRPG / Re: Armored giant?
« on: March 30, 2011, 01:46:49 PM »
It does not protect against cold, poison, mental attacks (at all) and yes, one could use aspects or the aiming maneuver to aim at weak points or something.

Do note that an IoP armor of the same size that gave mythic toughness penetrated by cold and poison would cost -1 refresh. Similarly, one that gave supernatural speed (and thus +2 to defense rolls along with +4 initiative, 2 free zones of movement and no movement penalties to stealth) is -2 refresh (and speed powers have no catch)

Sorry for some reason I thought it said mental under the magical attack power.

Are you giving it the full +2 IoP bonus? I would have thought that as it can't be taken away it would only qualify for +1.

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DFRPG / Re: Armored giant?
« on: March 30, 2011, 12:32:10 PM »
I am not looking for modern tank armor layer-wise. I am just going to take the superalloy (not the ceramics), melt them and then put them into a 4-inch-thick full plate. That would be the equivalent in both weight and toughness to 10 inches of steel or so. I am picking the really dense metals because of mobility - if the armor is too thick, it is going to be really unwieldy.
In comparison, the heavier tank armors today are equivalent in toughness, at least for the first couple of hits, to 40 inches of steel. That is due to the advanced ceramics and reactive explosive layers they use to dissipate hits from main tank guns. However, that kind of armor degrades rapidly against repeated hits, even from relatively lighter weapons like RPGs


The suggestion of using some supernatural with skill in armor-making is a good idea. Instead of trying to do the armor as a mundane item, we could add a few supernatural goodies into an IoP like the following that the giant in question could spend earned refresh to get, using the whole forging thing as a flavor justification;

Armor of Talos [-1]
Made by magically forging heavy metals taken out of wrecked armored vehicles, this suit of armor is one of the heaviest in the battlefield.
* It is what it is: a 30-ton, giant-sized full plate. It has armor rating 4, can only be worn by giants or similarly-sized humanoids and requires an effective might score of +16 to lift and wear effectively.
* One-time discount
* Superdense material: the armor is made of really dense metals and is better able to absorb physical punishment. +1 armor vs physical attacks, a further +1 vs ranged piercing attacks.
* Energy Resistance: the material of the armor is extremely heat and corrosion resistant and acts as a faraday cage. The wearer gets +2 to defense rolls vs such energy attacks.
* Runes Protection: lots of warding runes have been carved onto the armor, providing minimal resistance to magic. The wearer gets +2 to defense rolls vs direct magical attacks.

So this is effecively armor 6 against ranged physical attacks, magic, heat, electricity, acid, AND mental attacks. That seems massively broken for -1 refresh.

Hell, I would argue that Mythic Toughness isn't this good and that comes with a catch as well as costing at minimum three times as much.

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DFRPG / Re: Do Full Size Machine Guns count as area of effect attacks?
« on: March 30, 2011, 12:25:17 PM »
Autofire in SW Saga is between area effect and target effect rules-wise. And it is kinda meh. As a 6th level sith (jedi levels actually), I concentrated for a few mins until I could raise a max effect energy resistance (resist 20) and then spent a supplemental every round to maintain it indefinitely. Suddenly, most weapons that could autofire did not look that threatening.

D20 isn't exactly well known for balanced character builds. From what I remember Jedi in the original D20 Star Wars game (having never played Saga edition) where pretty tasty to begin with.

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DFRPG / Re: Grenade Punch
« on: March 30, 2011, 11:40:26 AM »
Why is the active character in your scenario, stabbald, taking less damage from the grenade by holding it in their hand while it explodes? (a grenade is normally weapon:4, against everyone in the zone, but this character, by holding it, is treating it as a weapon:3?)

The side holding the grenade is stronger so the force generated is forced in the other direction. This is sound physics and is the reason shaped charges work.

Keep in mind I specified that the character in question would need to have massive strength as well as toughness for this to work.

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DFRPG / Re: Armored giant?
« on: March 30, 2011, 10:52:03 AM »
Given that 'exceptional quality' 1 handed swords can be weapon 3, I have no real problem with 'exceptional quality' armor being armor 3.  As for how much more armor you could pack on because of your extra strength, I'm not sure.

The main questions I have would be about how you got the armor designed and made.  I don't think modern composite tanks armor can really be reshaped.  It's made up of too many different laminated layers to just be remelted and reforged (or whatever). 

A better bet would probably be whistling up some supernatural power known for it's skill in armor making and have them churn something out. And then, something like armor 4 or 5 might be possible.  Note: It's probably a terrible idea to let armor granted by toughness powers and worn armor stack together.  Either take the best, or the best armor +1.

Yeah, I agree. Magic would be one way of doing it and probably the only way, short of higher a genius inventor for a year with a full blown lab and a huge amount of materials to create a new kind of body armor.

Stacking is a hugely bad idea. If you allow it, your game will become an arms race with enemies constantly grabbing bigger and badder forms of hurt and the characters spending most of their time creating tougher armor.

As for the part about hiding someone behind the tank, this could be extremely hard to do. The more armor the tank character has, the more powerful the weapons the enemies will use, most of the weapons with the stopping power of weapon 5 will have zone effects or will knock the giant off of his feet whether he takes damage or not.

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DFRPG / Re: Do Full Size Machine Guns count as area of effect attacks?
« on: March 30, 2011, 10:34:05 AM »
First off, I would like to say that in any game I run, since a 50 bmg is a weapon:4, I would allow a full auto .50 like an M2 to be a weapon:5.

As for a zone attack, I would actually allow it.

However, since magic users have to invest 2 extra shifts in order to affect a zone, I would rule that a machine gun with a weapon:5 would be a weapon:3 for a zone attack. (5-2)

Still not too shabby, but not ridonkulous either.

I agree with this, except for the weapon 5 bit. I would add +1 accuracy shifts instead much in the same way the Storyteller System works for burst fire, with a minimu strength of course otherwise there would be massive accuracy penalties.

Good luck getting one of these though, they don't grow on trees for good reason.

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DFRPG / Re: Armored giant?
« on: March 30, 2011, 09:46:16 AM »
I presume this is an at least submerged game as you are talking about mythic strength and the giant power -8 I think to create all of this you would need a very high temperature forge, most of the very heavy metals like teflon will probably have a ridiculous melting temperature and unless they were forged into something useful as armour they would be too unwieldy to wear. If you were to making such armour I would count it as armour 5 as tanks can survive rpgs etc, you might be better with a giant sword as a weapon as it would be more controllable than a wrecking ball so wouldn't kill the rest of the team.

A lot of a tanks durability is due to shaping and sub layers. I wouldn't put it anywhere past Armor: 3 unless the armor is extremely high tech. It would also be extremely unwieldy and I'd give it an aspect to represent that.

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DFRPG / Re: Grenade Punch
« on: March 30, 2011, 09:42:45 AM »
This is a perfect example of why FATE is usually so abstract. Worrying about how to handle this will only bring you grief. Because if every weird action in combat needs special rules, then you`ll have problems every time your players get creative.

PS: Congratulations on your 1000th post, devonapple.

I think it's perfectly sensible to rule on things like this. If you don't, you run into the danger of allowing your players to create increasingly obscure attacks and bogging your game down in mind numbingly boring power gaming.

I'd deal with this attack in one of two ways.

1) If the character has both Mythic Toughness and atleast Supernatural Strength it would work much like a shaped charge with the vast amount of energy going through the BBEG as energy always seeks the path of least resistance. I'd treat it as a weapon 5 attack against the BBEG and 3 against the character, using fists to aim but NOT allowing extra shifts to increase damage as he's using a makeshift weapon that is not at all designed to be used that way and he's effectively (as described in the above scenario) merely shoving the guy with it rather than using a closed fist.

2) If he has the toughness but lower strength then the above would still happen but the character would need to spend a fate point to keep his hand closed around the grenade AND would gain at the very least a severe consequence of dislocated hand (just because he can take the punishment doesn't mean he has the strength to avoid a powerful explosion from ripping his fingers out of their sockets).

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