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Messages - Hogeyhead

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1
DFRPG / Re: Being a bane for technology
« on: July 14, 2017, 03:05:35 AM »
Ah, I misunderstood

2
DFRPG / Re: Being a bane for technology
« on: July 13, 2017, 06:04:21 PM »
On a side note, wards are good up to -4 shifts.  So, even a ward at 0 strength can be set up with a ward flame or landmine.

Where is this referenced? Also does it apply to evocation?

3
DFRPG / Re: Fomor Servitors
« on: July 13, 2017, 05:55:16 PM »
Oh yeah? I didn't know I've only started reading the short stories. I didn't realise they were so badass. Do the fomore have any minions that are weaker than servitors? I guess we haven't really seen much of the servitors in action in the books outside of like 2-3 confrontations.

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DFRPG / Re: Fomor Servitors
« on: July 07, 2017, 06:00:17 AM »
Also is their bio gadgetry stated somewhere? Looking through the book it seemed vague.

5
DFRPG / Fomor Servitors
« on: July 07, 2017, 04:46:06 AM »
So our group has been playing the game for about 3 years now give or take, one long campaign. We started with 7 refresh I think (I came in like 6 months down the line so I don't remember what it was said we started at). Well we now have 14 refresh 39 skill points and a maximum of skills at 6. We are pretty badass.

However holy shit servitors. What is up with them? Grunts with a skill at 5? I can understand the implants, but the base creatures are just so powerful it's ridiculous. One on one they have no chance of course, but that is just our characters. We have all of us our 'armies' of minions, and these things good lord they are just so much more powerful than other fey and supernatural in general, at least in terms of the cannon fodder. I mean just look at Will from the same book. He doesn't have much of a chance even one on one.

What was going on when they stated these guys?

6
DFRPG / Re: Resources, uncommon and useful
« on: March 12, 2017, 04:04:19 PM »
I'm glad you enjoyed yourself.

This is why I find the Resources skill to be frustrating, personally. It comes attached with zero of the many, many real-world issues and realities that crop up when you're laying out exorbitant amounts of cash, and trying to include those issues diverts the entire game in a way that I don't care to spend my time GMing much. I'll be honest, "I bribed the local police chief $50m" is just absurd on so many levels. Players try to buy their way out of every situation--how BORING. Heavy Resources use ends up turning a game into a Batman comic book, minus the cool parts. Maybe I've never had a high-resources PC that had a player who understands how money works, but so far I haven't had a high-Resource PC that I particularly enjoyed GMing all that much.

You would'nt have enjoyed our game period then. We have been playing for like three years or something, and now one of the players is in control of most of the street level crime in the area (city). Also you can't really bribe fey you know.

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DFRPG / Resources, uncommon and useful
« on: March 11, 2017, 03:29:40 PM »
I have only ever played this game once, however it has been for many years, and I have played a rich wizard, with an emphasis on rich. Since the beginning of the game I've had 5 resources and filthy lucre. I have learned that being able to easily bribe the chief of police 50 million dollars is useful. I have learned that having a immense fortified mansion kitted out with well trained soldiers is useful. I have learned that paying 10 million dollars for the best sword made in modern times is cool (not exactly useful for me but cool). I once killed a denarian (Magog) purchased a Russian rocket and satellite put the coin in the rocket and fired it into orbit.

The long and short of this is that this would have been much more difficult to do (in the case of the mansion impossible as that is a lifestyle thing not a roll) with even one less in resources. I present to you noble roleplayers that the next time you need to make a character, make him rich. Really really rich. It's fun.

8
DFRPG / Re: Immortal death curse
« on: January 27, 2017, 11:14:39 PM »
 Thanks guys, this cleared up a few things. So is it generally accepted that Wizards and sorcerers can death curse, or just wizards and anyone who would qualify as a full wizard even if not on the council, or anyone with magic? I'm guessing that the only template that mattered there is wizard not a race template.

Also when I said Immortal I meant 'does not age' not 'cannot die'. I really wish there were two separate words for those in English.

Someone with just sponsored magic do they hex?

As for sponsored magic and breaking the laws there is a clause that says you can have the sponsor take the hit for you but it's a point of debt iirc. It doesn't specify if this applies if you only have sponsored magic. I guess this would in the end be gm call, and he's already made the call, I guess.

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DFRPG / Immortal death curse
« on: January 26, 2017, 11:41:37 PM »
My GM has ruled that anyone with evocation or thatmaturgy can death curse. This includes black court vampires and fey. I'm pretty sure this isn't RAW or in the lore. Can anyone point me to where is says this? Also he rules that 'Mortal spellcaster' doesn't mean 'Mortal who is a spellcaster' Rather it means 'Practitioner of mortal magic' ie Evocation and thalmaturgy and not sponsored magic. Also a character with sponsored magic doesn't gain the lawbreaker power for well breaking laws, because it's not 'Mortal magic'.

I realize that at the end of the day he is the GM, but it just really bothers me, and can be pretty anoying.

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DFRPG / Re: Who can death curse?
« on: April 22, 2016, 10:12:49 PM »
Yeah, um I'm not really asking how death curses should go down. The reason I mentioned that it was a 25 shift effect baseline was to emphasize how hard it is to counterspell. I need to walk around with a ritual in hand just to deal with it (or avoid being death cursed assassin style I guess). I'm not the GM so I have no say in how these go down, that being said, one was used for an 'effect' one for damage. So it's not like they are all fireballs. Also like I said these aren't Wizards we are killing they are black court masters. Since the rules (the books neither) don't say that any spellcaster can't death curse (regardless of mortality) my GM has ruled that most can, with an exception I mentioned earlier.

Mostly I wanted to know was what is your take on non-mortal death curses? I kind of feel that if red court vampire spellcasters could death curse the war would have gone differently, that said wardens are notoriously good at dealing with death curses, so I dunno.

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DFRPG / Re: Who can death curse?
« on: April 21, 2016, 11:17:11 PM »
Well so far we dealt with 2 and had comprable rituals cast to counter, both had some bleed through. The first, well only hit an area with 2 potency remaining, so the curse was "be mildly irritated". It's hilarious. Totally worth everything just for that. The second hit a moderate concequence, when the target was almost full already. Very close to an extreme.

I just feel like certain things like death curse and hexing should have been -0 powers (or variable I guess...) with musts attached to them, then it would be clearer who can do these things, and who must do them, etc.

12
DFRPG / Who can death curse?
« on: April 21, 2016, 09:50:34 PM »
What do you need to have in a character (powers) and what kind of template do you need to have in order to death curse? Also assuming you are an NPC do you get all the consequences you have or all those you should have if you were a PC (like most npc's don't have an extreme).

Like right now my group is fighting black court master after black court master, and when the death curse is 25 shifts baseline it's a pain to compensate for. Our GM rules that anything that has non-sponsored magic (like evocation) regardless of their template can death curse. I don't think I can change his mind regardless of what is official (unless it is clearly like really clearly stated in the 16th book) but I would still like to know what is official.

13
DFRPG / Re: Dealing with Supernatural Speed/Strength
« on: April 08, 2016, 08:36:42 PM »
Everyone has given great advice, so I won't go into specifics, but I will give a general piece of advice: Don't expect PC's to roll 5-6 in their specialty. They won't if it important, they have resources, they will use them. Fate points and aspects are easy to come by, and being able to fate points in your specialty is generally a given (as in you have aspects that are usable on your sheet, not that you always have fate points). Rolling 10 is relatively easy as long as you are willing to spend resources, expect tens and higher every once in a while when you are planing. Do not require them, but don't let a single ten break the session as they pretty much will happen.

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DFRPG / Re: Workshops
« on: March 31, 2016, 02:14:28 AM »
It's just there is a line in there that says that well given the right tools and enough time, you -will- succeed not you will get a reroll, you succeed. It's under resources in skills, with some parts in scholarship.

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DFRPG / Workshops
« on: March 29, 2016, 11:04:04 PM »
So, I was re-reading this section/sections in the book again, and I think I understand now how they work, but just to make sure I'm asking: So if I have say a crafting workshop quality 3 and I spend time x (gm decision) I end up with a craft 3 effect with no roll. Is this right? If so that's really cool.

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