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Topics - Watson

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1
DFRPG / Movement and timing in combat
« on: December 22, 2011, 10:30:38 AM »
How does the movement and timing work in the DFRPG? What I mean is, as I interpret it, movement and actions are done at the same time (i.e. one person does his action, regular- and possibly a supplemental action), then it is the next persons turn.

Can the supplemental action (that is movement in this case) be taken before or after the “main action”? If that can be chosen, and the attacker have Inhuman Speed (or better) it would then be possible to attack a target in one zone (same as the attacker, of course), then move away two zones as a supplemental action, thus making it impossible for the opponent to attack in melee unless he or she also have Inhuman Speed (as the opponent can only move one zone using a supplemental action, without any “speed powers”).

I do think that it would be possible to do this kind of tactic (or at least, the rules do not say that the movement has to happen first, before the regular action).

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DFRPG / How to run an excorcism?
« on: December 01, 2011, 09:42:49 PM »
How would you run an excorcism in the game (like a person being possessed by a ghost or evil spirit)? I suppose it could be handled as a Thaumaturgical transformation on the ghost/spirit, and aiming for a "taken out" result to force it out of the physical body of the victim.

Any other ideas or thoughts?

3
DFRPG / How would you stat Harry's crystal from Turn Coat?
« on: November 29, 2011, 02:18:26 PM »
I recently passed Turn Coat on my second read-through of the DF books and started to think about Harry's crystal that he uses at the end of the novel. How would you stat it in the game?

It creates some kind of force field that is very strong and would (according to Harry) create a huge explosion if tampered with (yet the persons inside the "bubble" should be unharmed). It is also portable (at least before it is activated - I assume that once it is active it can't be moved). It also took Harry the nights and weekends of some three months to create. Also, Ancient Mai seems to think that she can dispel it without too much of a problem (unsure if that is true, though).

It seems to act like a ward with a land mine attached, but those ought to be neither portable nor possible to make without first having a threshold.

Could it be created as a complex Enchanted Item with several "layers"? But in that case it would eat up loads of Harrys Enchanted Item slots...

What do you think of this one..?

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DFRPG / Thaumaturgical counterspell?
« on: November 22, 2011, 11:37:43 AM »
I can't see any reason why a counterspell can't be cast using Thaumaturgy. What are your comments?

If that is allowed, how would you target, for instance, a generation-long curse? What I mean is that the ritual needs a symbolic link for it to find its way - here it is the actual curse that is the target (not necessarily the person being affected by the curse). Would something from the targeted person work? What about if the curse is cast like a bloodline curse?

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DFRPG / Ideas for scenarios for our New York campaign?
« on: October 31, 2011, 06:29:11 PM »
I am finally starting up our DF-game next week and it could be useful to get some ideas about where I could take the story. I put the summary of the current situation as a spoiler. The cast of characters is a Changeling, a Wizard, a WCV and a Worldwalker.

(click to show/hide)

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DFRPG / How to become a Freeholding Lord?
« on: October 31, 2011, 06:12:35 PM »
In our game, that is starting next week, one of the factions (ancient warlocks) is going to aim to become a Freeholding Lord as its main goal - what does they have to do to get this status?

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DFRPG / Evocation Move action
« on: October 23, 2011, 08:04:38 AM »
As moving people and stuff with Evocation has been discussed (and used) in the books, I would like to be able to do it in the game as well. It should be possible to do, but certainly not safe. So here are my rules for rules in this regard (please comment!):

Evocation Move action
An Evocation that moves an object (can be the caster). Every 2 shifts of power moves a human-sized object one zone. All moves must be in a straight line. Every 3 shifts of power moves a "large" object (creature with Hulking Size) one zone. Every 4 shifts of power moves a very large object (like a car) one zone. Every Border crossed costs one additional shift of power. The Evocation causes physical stress on the target equal to the number of zones moved (to represent that the body is not meant to move that fast) plus one for each border crossed (to represent things like flying through a window). It is possible to reduce the stress generated by one for each additional shift of power. The target is normally resisting using Athletics.

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DFRPG / Using Emotional Vampire and Incite Emotion
« on: October 22, 2011, 11:33:39 AM »
We are finally making characters next week, and one of the players will play a WCV. So I took a deeper look at the signature abilities of that Template - Emotional Vampire and Incite Emotion, and found them to be really powerful. So I wanted your take on how they would work in the game.

The Emotion-Touch (from Incite Emotion) and Feeding Touch (from Emotional Vampire) require touch - does the character first have to succeed with a Fists roll in order to be allowed to use the abilities or is it enough to be in the same zone? If not, the example below becomes even more powerful. If a suitable roll (not a regular Attack, though) to touch is necessary (like a Declaration of Fists against Athletics to declare that you have touched the target), I suppose that the Emotional Vampire and Incite Emotion rolls are done without any penalties.

The two powers seems very powerful. By giving an example of an attack using Emotional Vampire and Incite Emotion, I would like to see if I have understood it correctly.

Emotion-Touch (from Incite Emotion) lets the character make a Maneuver with +2 to place a suitable Aspect on the target that is in line with the emotions that the attacker can feed from. Feeding Touch (from Emotional Vampire) lets the player make a Mental attack using the same roll that was used to incite the emotion (without the +2, I hope). If the emotion is still there during the next round, the attacker gets +1 on the Feeding Touch (I suppose this is not cumulative).

Exchange 1
Let's say that the attacker gets a 2 on his Deceit roll and the defender gets a 3 on his Discipline roll during the first exchange. The Emotion-Touch allows a +2 to the Maneuver to incite the emotion (resulting in a total of 4), so the Aspect, for instance, Lustful is placed on the target. The Emotional Vampire lets the attacker do a Mental attack using the same roll (I suppose without the +2 for the Maneuver), but the attack misses as the Deceit roll was only a 2 (and the Discipline roll was a 3). I suppose that the vampire can not tag the Aspect, as it is for the same roll as the Maneuver.   

Exchange 2
The vampire attacks again, this time rolling a 4 on his Deceit. The defender rolls a 3 on his Discipline. As the emotion is still in place, the vampire gets +1 on his attack (as stated under Feeding Touch), raising the attack to a 5. Then the player tags the Lustful Aspect for another +2 for a total of 7. On top of that, Feeding Touch says that Emotion-Touch can be used to incite an emotion using the same roll (another Maneuver), so the player chooses to add another Aspect. The target now gets 4 Mental stress.

Is this a correct interpretation - that the vampire can create a new Aspect every Exchange and tag the one from the previous round (if he so wishes)? All of this for a cost of 2 Refresh (without Lasting Emotion and doing all this at range)...

Please give me your thoughts on using Emotional Vampire and Incite Emotion combo.

9
DFRPG / Playing a Pixie - combining Diminutive Size and Human Guise
« on: October 15, 2011, 01:02:43 PM »
One of my players have been thinking of playing a Changeling that is the child of a Pixie (like Toot) and a human (I certainly hope that it is the mother that is human!) and I have been thinking a bit about this (as it can create some strange situations). I first point is that he should take Diminutive Size, making him about two feet tall (max). As most Changelings, he ought to take Human Guise  to be able to work in human society at all. He might take other powers, but that is not the question - the question is combining Diminutive Size and Human Guise.

The rules about Human Guise says that as long as the powers are not used, the character looks (to most senses) as a human being - in this case normal height etc. But I suppose that he still actually is about 1-2 feet tall, right (but looks like 5-6 feet tall)? If that's the case, I would assume that the restrictions from Diminutive Size still applies (not the benefits), despite the Human Guise being "active". This means that the damage restrictions still apply, even though he "looks normal" (the same thing goes for the restrictions in regards to Might etc).

What do you think? It is an interesting questions, as Human Guise normally restricts effects and powers that are beneficial to the character - not taking away restrictions (as in the case above).

PS. The fact that I think that the player is trying to maximize the characters ability to dodge attacks (Supernatural Speed, Superb Athletics and Diminutive Size for an effective Athletics of Legendary (+8)) is a different issue. DS.

10
DFRPG / Using Plot Maps for DFRPG
« on: October 12, 2011, 04:23:11 PM »
I have found a really cool aid for getting inspiration when creating scenarios - the "Plot Maps" from the game Technoir (a really interesting read, more info can be found here: http://www.technoirrpg.com/) and I would like to use it for the Dresden Files RPG.

The basic idea is that the GM randomly rolls up three things (called "nodes") from a table that is representing the city where the story is taking place. The game Technoir comes with a number of pre-set tables called Transmissions (one example can be found as a download here: http://www.technoirrpg.com/download.php?file=28). The tables contains "nodes", six of them: Connections (persons the player character knows), Events (big, important stuff), Factions (major groups or organizations, like the White Council, the Red Court etc), Locations (important places, relevant for the ongoing campaign), Objects (important things, could be physical or stuff like information) and Threats (individual persons or groups that a Faction can use to fulfil a goal, like hitmen or Ghouls). Technoir have six of each, creating a matrix of 6x6 cells for a total of 36 cells. After the initial three are created, place them in a triangle with lines connecting each other and come the reason A is connected to B, B to C etc (thus kickstarting the imagination). The game also have rules (very interesting ones) how to use the Plot Map and expand it during play, but that is outside the scope of this post.

Connections are rather simple - use some of the Faces from City Creation.
Factions are also simple, as some of these most likely have come up during City Creation.
Locations are very simple - use some of the Locations from City Creation.
Threats can be created from the general ideas that have come up during City Creation (either general, or city-specific).
These four are more or less city-specific.

This leaves Event and Objects - what kind of Dresden Files-specific Events and Objects could one have? Example of Events could be A powerful storm or A Ritualistic Murder. Example of Objects could be The Mantle of the Winter Knight or The Word of Kemmler. For instance, the starting point for the Case File Storm Front could be a triangle with A powerful storm, A Ritualistic murder and Marcones Thugs (the last could have been specific to the city of Chicago, most likely Threats).   

The idea is to fill a table with stuff that is both from your own City Creation as well as things that are very much Dresden Files (and things that you as a GM would like to see in the game). What else could we have in terms of Events and Objects?

11
DFRPG / Help with Themes, Threats and Conflicts for New York?
« on: October 03, 2011, 11:40:54 AM »
We are about to finally start up our Dresden Files RPG, and we have decided to use New York as our city (or more specifically Manhattan, as NYC is huge).

It would help me as the GM to have some additional stuff when going into the City Creation session, so I thought if you had some ideas in regards to Themes, Threats or Conflicts relating to Manhattan (or NYC)? Themes and Threats are rather straight forward, but Conflicts would be anything that is related to a “current situation” (i.e. what could be the current situation, and who would like to “rock the boat” or “maintain the status quo” and why). I am not asking for anything extensive, and I am thankful for any help that I can get.

Perhaps someone have already made a campaign in New York?

Thanks!

12
DFRPG / How to model the redirection spell from Blood Rites?
« on: September 30, 2011, 10:34:15 AM »
How would you model the redirection spell that Harry tried out (the one that was prevented by a certain female character)?

PS. Is there any thread where more spells from the books are modelled in the game (like the examples in the rule book)? If not, it would be a perfect thing to do - might even be perfect as a Resource. DS.

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DFRPG / Aspects from Maneuvers – how to keep track during play?
« on: September 28, 2011, 01:45:06 PM »
My group is starting up Dresden Files RPG next week, with City Creation (New York), and there is one thing that I have been thinking of – how to handle Aspects from, for instance, Maneuvers in play.

What I mean by that is how people are handling temporary Aspects, most likely from Maneuvers, in play. It is fully possible that, during a conflict, a character gets access to a large number of Aspects where some of them might be Sticky. Do you simply try to remember them? Do you write them down on post-its? Do you have any ways to keep track of Sticky Aspects that a character have used it’s free Tag?

As creating Aspects is a new mechanic to our game group, it would be nice to see how it has been handled by other groups.

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DFRPG / Evocation vs Channeling and Thaumaturgy vs Ritual
« on: September 12, 2011, 01:40:48 PM »
I have done some thinking around the four powers Evocation (-3) vs Channeling (-2), Thaumaturgy (-3) vs Ritual (-2).

My conclusion is that it feels like Channeling is not as limited compared to Evocation, whereas Ritual is very much more limited compared to Thaumaturgy. What I mean is that a person using Channeling can do all types of actions (Attack, Block, Counterspell, Maneuver) that a person with Evocation can do (except that the person with Channeling only have one element to work with, which is more or less color). But if you compare Ritual and Thaumaturgy, a person using Ritual is limited to only one kind of Thaumaturgy (which I see as a much bigger limitation than only having one element to work with) and both “lesser versions” cost on less Refresh than the equivalent “full version”.

I don’t see it as a real problem and the two “lesser versions” of the powers do not necessarily have to be equal, but I thought it would be a good topic for some discussions.

Anyone else that have noticed the same thing?

15
DFRPG / Help me understand player-vs-player compels
« on: August 29, 2011, 09:05:50 PM »
I fully understand GM compels as well as self-compels, they both make sense. However, player vs player compels are still a bit odd to me, so help me understand the concept. If we are assuming that the group of player characters are acting as a team, in which situations would it be suitable? For those that have been playing the game - does it come up often?

I can see it being used by a player wanting help from another player character by compelling his aspect HELPING THE ONES IN NEED, but I have difficulties seeing a player compelling another player like in the example on page YS101.


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