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Messages - JustADude

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DFRPG / Re: Valkyrie Scion and the Catch
« on: June 03, 2012, 01:33:21 PM »
Mechanically, I agree with Becq's assessment of the Catch from a practical standpoint... but Mr. Death brings up a very good point about the relative "realism" of the power; that is, how much sense it actually makes based on the concept you have.

The way I look at it, a Valkyrie-Scion's powers would be more likely to function only against "supernatural" damage, rather than against anything but "supernatural" damage.

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When faced with an opponent that seems absolutely unbeatable:

Real Men: Go Off The Rails and sacrifice their character in a blaze of heroic glory.

Real Roleplayers: Angst it up until their table-mates smack them upside the head and force him to actually use their Wizard effectively for once.

Real Loonies: Try to bribe their foe into going away with a big wheel of cheddar.

Real Munchkins: Go Off The Rails, and then try to convince everyone to let them keep their suddenly-593 refresh character.

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DFRPG / Re: Debt, Gifts, and Offspring
« on: June 13, 2011, 04:35:19 AM »
I enjoy playing the fae as almost haphazard and watch my in the know players try in vain to see the logic.  IC, its there even if not OOC.

Sooo... basically the exact opposite of the Idiot Ball way most people seem to handle NPCs?

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DFRPG / Re: My Birmingham, AL DFRPG
« on: June 13, 2011, 04:33:43 AM »
All that said I met some truly amazing people there who remained unbowed despite the surrounding despair.  People of faith who after one of their congregation was stabbed over 50 times for the money in her purse at the church who showed up at the crack house he retreated to en mass and shamed him into turning himself in.  A little boy was hit by a bus and the gangbangers across the street immediately took action stopping traffic on a busy street while one of them ran to the local hospital 4 blocks away to get a doctor.  The boy lived.  It was a helluva place.  I am glad I made it out of there but I don't regret my past because I learned a lot about how the world works and how special people can be.

Reminds me of a bit from Good Omens (by Gaiman and Pratchett, of course) about how humans can only rise to true goodness if they also have the chance to fall into absolute wickedness, and how the lower you start the more chances you get.

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DFRPG / Re: True Shapeshifter skill
« on: June 13, 2011, 04:24:10 AM »
You can certainly give the items away.

It's intended as a power version of an ALWAYS ARMED aspect. (Does that make sense? I'm not sure...)

To go cross-system, it actually sounds like you're talking about the 'Body Armory' power from the OWoD Vampire game. It takes the 'claws' power from the Gangel powers (Protean, IIRC) and combines it with Fleshcrafting to create distinct, separate, and permanent
weapons from your flesh.

Looked at from that perspective, I'd make you take a stress hit for the things you create, maybe 1 stress per item, to represent the loss of body-mass and the strain that would cause. I'd also make the 'Beast Change' stuff look really weird (swords made out of bone and sinew, etc), while the True Shapeshifter stuff would be able to look much more normal.

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DFRPG / Re: Living in the nevernever
« on: June 13, 2011, 03:57:48 AM »
I'm actually disappointed.  I was hoping this would be a thread about wizards frustrated with the high prices of city housing who decide to just go ahead and live in the Nevernever.

It's called the 'Demesne' power, plus some way to get to the Nevernever. ;)

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DFRPG / Re: Thaumaturgical Blocks ... err, help?
« on: June 09, 2011, 04:20:14 AM »
I would also agree that Thaumaturgy would be able to do most of the things that can be done with Evocation. This would also mean that it is possible to perform a Thaumaturgical counterspell. I would, though, not allow any Thaumaturgical attacks, as this would be handled by the Transformation parts of the rules.
Wouldn't you consider Sells' Heart Exploding spell an attack?

Lets not forget that in "It's My Birthday, Too" it mentions Harry taking 20 seconds (which would be several exchanges) to cast an Earth spell to
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.

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DFRPG / Re: How to simulate super tech, i.e. Iron Man?
« on: June 09, 2011, 01:25:30 AM »
Keep in mind that ectoplasm (a) shows up as such to certain senses like the Sight, (b) can be dispelled, and (c) typically disolves into goo at the next sunrise.  On the plus side, it should be hex-proof...

Now I'm imagining Stark catching up with sunset while going supersonic and passing the Day/Night 'threshold', causing his suit to dissolve and leaving him SooL 60,000 feet in the air going Mach 8.

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DFRPG / Re: Fun and Odd Character Concepts
« on: June 09, 2011, 01:09:52 AM »
Bergelmir?.... What the... "To the Cloud!"
... 1 Google search Later....
Oh! Does he complain about
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a lot? Or maybe gets a little agitated on Wednesday and Thursday?

Definitely on the Wednesdays/Thursdays. I figured the
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ranting might be a little over-the-top, but apparently not. if I'm gonna go that far, I may as well just have the Blampires they're waging war against bust in for a hit and get Deus Ex Machina'd.

I also just realized, in thinking about it, how much "Virgil" was influenced by Pratchett's "Ronnie Soak", who is really
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.

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DFRPG / Re: Rapidly Altering Mundane Objects With Evocation?
« on: June 09, 2011, 12:54:30 AM »
The narrative can cover the forging in any way which fits the story.  Mechanically those are either Items of Power or enchanted items / foci.  Permanent items are paid for with refresh and temporary with fate points.

That works for the narrative.  Mechanically, power is limited by refresh / fate.

A magic sword has to be an IoP or an enchanted item. Otherwise it caps out at weapon 3, just like a mundane item.

The above ruling is specifically designed to prevent shenanigans.

Gotcha. I assume if he's only making them on commission and never plans on actually using them himself, other than a few tests to be sure they came out right, it would just be a narrative reason for his Resources rating?

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DFRPG / Re: Rapidly Altering Mundane Objects With Evocation?
« on: June 08, 2011, 03:11:24 PM »
I'm not sure Thaumaturgy has a theoretical limit...though some rituals may take generations to set up.  :)

As a purely practical limit and keeping in mind the law of diminishing returns, I'd suggest requiring a number of shifts equal to the square of the weapon increase.  Weapon 2 would cost 4 shifts, weapon 3 costs 9, etc.  As for how long it lasts, I'd use the existing time increment chart.

That works well for temporary shifts, but what about forging an inherently magical weapon? Something akin to the Warden Blades, just as an example. Lucio was the sole supplier for the Council, and she was quite capable of keeping up with demand without wearing herself out.

EDIT: Given that the time taken for the Craftsmanship of the object would take far longer than performing the actual Thaumaturgy, the time constraints created by adding complexity seem almost moot. Perhaps simply tie how much mojo can be permanently stored in a newly forged object into the final quality rating of the object, some how?

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DFRPG / Re: statting a lightsaber
« on: June 08, 2011, 03:07:42 PM »
Well, when you consider that they hail from a future where there are space stations that can blow up planets, I don't think it's too bad.

It's also a melee weapon - not ranged.

Plus, the fact that a weapon of that power in /this/ world would be a big deal could be a huge plot hook too.  Everyone would want to get their hands on it.


But consider, a ghoul has a weapon:6 with strength and claws.  A Jedi (depending on race) would probably not have any kind of strength powers.  That means a lightsaber would be about the same weapon rating as a ghoul without weapons.

When put that way, it actually almost seems a bit weak!
Additionally, a Jedi doesn't stop being a Jedi without a lightsaber.

This is another reason I think the Lightsaber should be equipment rather than anything that causes refresh.

Points well made. Sounds like Lightsaber as W:6 Equipment that's hellaciously difficult to replace (if in the Dresdenverse) would work just dandy, then.

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DFRPG / Re: Fun and Odd Character Concepts
« on: June 08, 2011, 02:47:13 PM »
"Virgil Meyers"

Picture a 7'+ middle-aged-looking guy with platinum hair, ice-blue eyes, pale skin, and with the kind of build that suggests a couple grizzly-bears (and possibly a mountain) figure somewhere in his family tree. Now picture him habitually dressed in a pink-and white, 50s style soda-jerk outfit and acting almost obnoxiously cheerful.

He runs the old-fashioned soda fountain where the PCs tend to hang out since nothing there ever seems to blow out, even when the magic users in the group are having a bad day.

My players love him, but I swear if I have to drop one more clue that "Virgil Meyers" is Bergelmir, I may start throwing clue-bricks at people. I mean, hello, it's not like a Winter Fae would run a place with so much exposed chrome all over the place.

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DFRPG / Re: statting a lightsaber
« on: June 08, 2011, 02:17:37 PM »
Me too.

I'm actually thinking about statting a Jedi now and all of his/her gear.  I think a Jedi would be a fairly high refresh character too.

I don't know how comfortable I am with making a lightsaber an item of power, though.

A lightsaber is just a piece of machinery.  It's a weapon that anyone can use - not just a Jedi.

In fact, some Jedi/Sith used swords instead of lightsabers because they liked the feeling of blade hitting flesh.

So.... that's something I am hung up on.

Well, we've seen several Lightsabers get destroyed, and quite casually, so they're not Indestructible. They're also not too uncommon either, really.

Somehow letting them have a W:6 blade just as a free piece of Equipment just seems wrong, though.

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DFRPG / Re: Playing AS a Warlock
« on: June 08, 2011, 02:09:03 PM »
Of course, one of the things you can do with a minor milestone is change an Aspect.  Lawbreaker makes you change an Aspect to reflect your lawbreaking; it says nothing about the changed Aspect being more permanent and unchangeable than any other Aspect.  Unless you're breaking a Law multiple times every session, it's possible to stay ahead of the game and take the lawbreaker references back out.

Note that I don't view this as gaming the system but rather as what a warlock desperately trying to maintain control would look like.

Setting the Laws of Magic aside for a minute, the first time you kill someone (or, hell, the first time you get in a serious lose-and-you'll-be-spitting-teeth-while-waiting-for-an-ambulance fight) it's going to have a huge impact on you. Even if you deal with it without going Axe Crazy, though, part of you will always be different. Not Evil, per se, but learning that you're capable of that level of violence against another human being leaves its mark on you. After the first time, the amount of psychological trauma drops off sharply. Once you know the way it's easier to go there again, but it's also easier to deal with the mental consequences.

That said, I honestly think that the Aspect changed by an act of Lawbreaking should always have to retain some sort of relevance to what happened, similar to an Extreme Consequence. The major difference here would be 1) the Lawbreaker aspect can be altered to a different, but relevant, aspect at the next Milestone and 2) All Lawbreaking 'offenses' can be folded into a single aspect, as long said aspect covers the motivations you have for breaking those Laws... and yes, I'd also say that if you already have an aspect that would cover it, no further Aspect changes would be needed.

Just as an example, a soldier with the aspect 'Battle-Hardened Combat Veteran' wouldn't get an extra aspect dealing with violence just because he somehow learned Evocation and used a Force rote to splatter someone's head all over the wall instead of a bullet.

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