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Topics - Peteman

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DFRPG / Craft Specialization Question
« on: January 29, 2011, 04:52:39 AM »
I remember someone mentioning that Craft Specializations were reaaaaally overpowered, but I don't feel like checking the math. Can someone fill me in?

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DFRPG / Thaumaturgical Specialization Question
« on: January 24, 2011, 07:33:48 AM »
How do the the control bonuses work? Do they only apply to the Discipline Roll, or do they also increase the amount of power you can bring to bear without taking mental stress?

Because the way it's written really confuses me.

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DFRPG / New Trappings
« on: January 15, 2011, 06:36:26 AM »
I had an idea for a new trapping for Endurance that I figure I'd share (after I realized the stunt I based on it was pretty crappy), but I figure I would open it up to any new trapping ideas you've had.

So, without further ado I present my new trapping for Endurance

Endurance

Take The Hit.

Rather than avoiding damage, you know you can take it, whether it be through size, supernatural toughness, regeneration, armor or some combination thereof. Calculate your Hardiness rating against the attack. This is equal to your Armor + your highest Physical Stress Box + the level of Recovery (1 for Inhuman, 2 for Supernatural, 3 for Mythic) -4, and cannot be less than 1. If the attack would satisfy your Catch, you do not get the bonuses provided by your Toughness or Recovery powers. Furthermore, the defense negates size-based attack bonuses and can be used when surprised (though an opponent can Tag a Surprised Aspect on the defender). If the defender's Hardiness is equal to or greater than the attack's Weapon Rating, then they may roll Endurance to take the hit. However, this can risky. If the defender chooses to Take The Hit, but the Weapon Rating is higher than the defender's Hardiness, they can only defend against the attack at Poor (-1).

For example, Reginald is being attacked by a Troll. He unloads his semi-automatic into it, but the Troll is not vulnerable to those kinds of bullets, so it defends by Taking The Hit. The Troll's Hardiness is 7 (4 base from the stress boxes provided by a Good endurance, 2 from Hulking Size, 2 from the stress boxes provided by Inhuman Toughness, 1 from Armor provided by Inhuman Toughness, 2 from Superhuman Recovery, -4), while the bullets are only Weapon Rating 2. The Troll can use its Good Endurance as opposed to its Fair Athletics, and Reginald does not get +1 due to the size difference.

Reginald's friend Rick, on the other hand, has a shotgun, and many shotgun shells have steel pellets. He fires at the Troll, and his player successfully Makes a Declaration that the Troll is stupid and inexperienced with mortal firearms, so it overconfidently tries to Take The Hit. Because the shotgun satisfies the Troll's Catch, the Troll's Hardiness against the shotgun is only 2 (4 from Good Endurance, 2 from Hulking Size, no Toughness or Recovery, -4). The Shotgun has a Weapon Rating of 3, and is therefore effective. The Troll rolls at -1 as it stupidly blunders into the attack, and Rick gets +1 against the Troll because of the size difference.

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DFRPG / Expanding the Shift Track
« on: January 04, 2011, 06:09:37 AM »
I don't like the fact that in general, you can only take 4 hits max to a stress track before you have to take consequences. I was thinking of an alternative system, where the stress track is additional, but still limited by your stress level. So someone who has average endurance would have 3 total stress, but can only take a max 2 stress hit at a time before taking consequences. Someone with fair (+1) Endurance would have 6 total, but could only take a max 3 stress hit at a time before taking consequences. Someone with a Good (+3) Endurance would have 10 total, and could take a 4 stress max hit at a time before taking consequences (so he could take two 4 stress hits and a 2 stress hit before being potentially taken out, but a 5 stress hit would require taking a minor to bump it down to 3). Somone with Superb (+5) would still have only 10 physical stress limited by 4 but would get the extra consequences.

People with hulking size would be able to add their extra boxes as usual so a creature with good endurance could take 21 physical stress total, limited to 6 stress max before taking consequences.

Guys with Toughness Powers would have two tracks, one to represent their super toughness and one to represent their normal toughness, so a guy with good (+3) endurance and Inhuman Strength would have 10 (1+2+3+4) normal stress and an extra 11 (5+6) super stress, limited to 4 against Catch attacks and 6 against non-Catch attacks. When taking attacks that doesn't affect his Catch, he can divide it up between his super stress and his normal stress, so when taking a 4 point hit after damage reduction, he can put 2 into normal stress and 2 into super stress, filling out 2/10 and 2/11. However, when dealing with Catch attacks, he has to absorb all the damage in his normal stress track, so a 5 point Catch attack would put him over the edge and require consequences or just take him out (since he can absorb upwards of 4 stress at a time without consequences).

I just don't like how you could cast 4 minimal stress spells and run yourself out on the stress track, even if you have a Good Conviction.

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DFRPG / Sponsored Magic: Soulsteel
« on: December 15, 2010, 06:19:07 AM »
I had this idea based off a character in an unrelated freeform game I play in.

The ancient Grigori were tasked with overseeing humanity. Though they were meant to observe, many became enamored with humanity, opting to intervene with humanity directly, teaching them many arts considered forbidden and taking mortal spouses. Whatever their original intent was, their goals were pervented, ultimately ending with the banishment of the entire order.

Some of the Grigori lost themselves to their passions, eventually joining the Fallen. However, some, particularly the ones originally led by Azazel, managed to regain some measure of control. Knowing their sins earned their banishment, they nonetheless strive to aid humanity as they once did, but without getting too close lest they make the same mistakes as before.

Drawing upon the ambient energies of the Watcher's Tower and its masters, you're able to cast spells that fits in its masters' essential nature, that of craftsmen.

Cost: -4, standard discounts.

Benefits: Standard sponsored magic benefits. Soulsteel is similar to Soulfire in a number of ways, particularly in the avenues of Crafting and Conjuration.  Any so far undeclared powers of Soulfire not involving bypassing defenses may be applied to these Thaumatugic applications. Despite this, most in the know beings are contemptuous of it, calling it a "Cheap Imitation", as whatever would make it Soulfire is diluted immensely. That being said, incorporeal and discorporated beings are cautious around its practitioners, as weapons and spells empowered by Soulsteel may satisfy their Catch.
In evocation, Soulsteel functions most like the element of Earth or if applicable, Metal, as well as producing effects along the lines of Crafting and Conjuration, but with evocation spell's methods and speed.

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