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Messages - ways and means

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1
DFRPG / Re: The Take-Out Chain Game
« on: September 27, 2015, 01:14:39 AM »
You manage to avoid the gaping maw of the t-rex but faint due to the wretched odor.


Weapons 10 Monofilament Whip attack to a character grappled by said monofilament whip.   

2
DFRPG / Re: The Healing Blood (Custom Power)
« on: April 03, 2015, 08:59:32 AM »
Selfhealing, yes. That's kind of what I mean. You buy stuff with refresh that makes you more badass. This power is meant to make other characters more badass. Which can be great, but I feel like it goes against the spirit of the game.

Another example: If I have a wizard and a knight, I could have the wizard put all his points towards making items and the knight will use those items. That would be the most powerful built, certainly. However, I would not do it like that. I would have the knight pay for the items he gets from the wizard and let the wizard do his thing. That might still be items, but it's items for himself, not for the knight. Otherwise the wizard is basically a magic item to the knight.

I see a healing power very similarly, that's why I would implement it the way I described above.

There is some mileage in playing a facilitator of other characters, you can with the current rules if you want to play the role of an enchanted item armourer for your party you can (this is arguably much more broken than healing with the mental stress multiplier effect). If someone wants to play a healer and it doesn't break the game (which I don't think this power does) then they should be allowed to IMO.   

3
DFRPG / Re: The Healing Blood (Custom Power)
« on: April 03, 2015, 01:35:16 AM »
With supernatural recovery you can heal a moderate consequence on someone else, then heal it on yourself in a matter of moments, then heal another, and so forth. Maybe not mid-fight, but you'll speed up the healing afterwards quite significantly.

Well if you have taken a lot of consequences you won't have space to heal someone elses until your recover your own consequences and you can't heal two people with the same level of consequences in the same scene its useful but if you have taken this up this power and a decent level of recovery then you are making healing a focus and so it seems it pretty reasonable that you would be good at it.

It would change the feel of a game and nudge the risk and reward paradigm but in of itself it isn't the most broken thing you can do mechanically with your refresh.   

4
DFRPG / Re: The Healing Blood (Custom Power)
« on: April 03, 2015, 01:24:51 AM »
I have a few problems with these kinds of powers.

As soon as I have a character with a recovery power, it's a no brainer to take this power as well. With supernatural recovery you can refresh the whole group's moderate consequences without suffering any drawback, which is huge.
It also devalues the character with the recovery power, because that's no longer his defining trait, as I think any power a character takes should be. The powers of individual characters can and should interact, of course, but they should still be recognizable as an individual contribution.





Sure, if the character is somewhere else the power is gone as well, but that can usually be avoided. And why would more than one character ever take a recovery power if one character can just take one and give it to everyone else with this? Just feels wrong.

I would go one of two ways with this.

1) Make recovery baseline. In your game people just heal faster and if someone takes a recovery power, they heal even faster than that.

2) Having a guy around that can heal you like that is a great justification for a recovery power. The catch would be that you have to regularly drink the vampire blood to keep it active and you have to drink it in order to quickly recover the consequence as the power allows, but you have to pay for it out of your own refresh.

I not so sure its such a good power really, two refresh is fairly substantive and you can only heal one set of consequences at a time. 

5
DFRPG / The Healing Blood (Custom Power)
« on: April 03, 2015, 12:45:49 AM »
I have tried to do something like this before (can't remember how long ago) but the basic idea is anime style healing vampire blood and any other life gifting healing magic. The aim for the power is basically allow someone to play the role of healer, I don't feel it is game breaking but it would devalue consequences what do people think?   

Healing Blood [-2]
Mechanics: Your blood has a powerful curative effect, you can heal allies consequences (excluding extreme ones) by inflicting a Blood loss consequence of the same severity upon yourself and feeding the injured ally your blood as an action. The blood loss consequences are effected normally by recovery powers.

Flavour: Repeatedly being healed by this power could qualify as a justification for picking up physical powers.Those with this power's blood is often seen as a panacea or a powerful ritual component and those who have this power are very likely to be hunted because of it.

6
DFRPG / Re: Wizard power level without the Laws of Magic
« on: March 31, 2015, 09:30:01 PM »
Yer mental magic is strong in the setting and pretty strong mechanically.

7
DFRPG / Re: Breath Weapon questions
« on: March 19, 2015, 06:38:05 PM »
Old Question, basically the answer is ask your gm what he feels comfortable with. Its not a particularly powerful power (2 refresh for a hidden pistol) without allowing it a little extra utility though.

8
DFRPG / Re: The Take-Out Chain Game
« on: March 14, 2015, 10:58:52 PM »
Next: A 12 shift 3 zones wide biomancy virus that causes violent mutations in all organic matter

The biomancy virus caused you to twitch and spasm and you fall into a vat of radioactive chemical, two hours later a glowing green hands reaches up from the vat.

A popular but usually less homicidal superhero is trying to bisect you with his laser eyes.

The attack has a Weapon rating of over 9000. 


9
DFRPG / Re: The Take-Out Chain Game
« on: March 13, 2015, 01:18:43 PM »
You make a deal with a passing demon to save your life but he whisks you aways to hell immediately to honor your end of the bargain.

You have just swallowed small bombs, weapons 2 attack 7

10
DFRPG / Re: The Take-Out Chain Game
« on: March 08, 2015, 10:13:01 AM »
You roll out the way of the protoplasm but bang your head on a for sale sign and fall unconscious.

You are trying to defuse a dirty bomb when it explodes in your face. Weapons 20 attack.

11
DFRPG / Re: Request A Character
« on: March 06, 2015, 06:49:29 AM »
She does forcefields/magic barriers that can hold stuff in place.

12
DFRPG / Re: Request A Character
« on: March 05, 2015, 11:07:58 PM »
Which Nanoha she moves from a city buster, continent buster ?

Also for that matter what Emiya I went with end UBW route Emiya because it is the most iconic but Heaven Feels Emiya and Atraxia Emiya have a different power set.

13
DFRPG / Re: Request A Character
« on: March 04, 2015, 09:29:50 AM »
He can throw his weapons at people and some of them bommerang, a lot of the weapons do big energy blasts, he mainly gets strength, speed, toughness and skill from the weapon. He has at least good skills in repair, weapons, unarmed and guns (archery).

Unlimted Blade Works allows him to change his weapons practically as a free action and gives the aspect "field of weapons as far as the eye can see" area aspect.

He can also reinforce stuff making and repair stuff using his magic.

14
DFRPG / Re: Request A Character
« on: March 03, 2015, 05:35:58 PM »
Just needed to make that clearer. Actual Japanese schoolboys are nothing like anime portrays.

You have point but not having met an actual Japanese school boy I couldn't possibly comment. 

15
DFRPG / Re: Request A Character
« on: March 03, 2015, 01:39:59 PM »
Emiya Shirou is where tracing came from he can summon lots of magical weapons which grant him modular abilities. He has the hilt of Excalibur in his body which grants him mythic recovery. He has the ability to project his demense full of blades on reality.

Personality wise he a typical Japanese school boy with PTSD, survivors guilt and white knight syndrome (has to protect everyone).

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