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Topics - ways and means

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1
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.

2
DFRPG / Fate Core/ Alchemy Stunt
« on: February 09, 2015, 09:59:34 PM »
I am building a fate core petty dabbler in the arcane, and I am trying to build an alchemy stunt relating to turning lead into gold (lore skill instead of resources) what do people think is a good limitation for such a skill?

3
DFRPG / Re-Direction Power
« on: August 21, 2014, 07:02:40 AM »
I was thinking the damage aura power and how it might be upgraded to represent a powerful illusionist ability to get his enemies to kill each other whilst they are supposedly shooting at him.

Re-Direct (-1)
When someone misses you with an attack which would usually cause them to take stress from damage aura you can choose to instead target another enemy who they could have hit (same zone for melee, two to three zones away for ranged) using your defence roll as an attack roll.

4
DFRPG / Puzzle Enemies
« on: June 02, 2013, 04:58:53 PM »
How would you do a puzzle boss with this system, for example a giant opponent that can only be damaged from the inside which means getting yourself swallowed and doing a fantastic voyage to attack its heart.

Or an enemy that requires plot devices hidden around the city to destroy like the Canopic jars in the Mummy.

5
DFRPG / Monster Stats Help
« on: January 19, 2013, 11:37:23 PM »
I need some stats for a shadow lord and his shadow servants to challenge a fairly optimized party of 4 chest deep players (a focused practitioner with 10 effective discipline being the most dangerous) they will have to fight there way up a tower of slum accommodation (filled with victims and horror) fighting the shadow servants of the boss waiting on the roof.  The servants should be really easy to kill (no consequences, toughness) but also dangerous enough to sap the party before their fight as well as numerous and faceless the shadow master at the top should be able to hold his own or even win if the players play it badly.   

If anyone has any ideas or suggestions I would welcome your input.   

6
DFRPG / Synthesist Template
« on: December 03, 2012, 02:20:17 PM »
A synthesist is a person who shares his body with creatures of the never never to gain access to their amazing power. A synthesist and his partners are bound heavily by laws and contract of their partnership, all power comes with a price and synthesist either be indebted to his partners or his partners indebted to him.

Musts: A synthesist must be in the know and must be able to constant contact the supernatural world. A synthesis should agree with his gm the limits each partners and discuss what bind him to his partners in advance of play.

Options:
Modular Abilities

Important Skills: None

Minimum Refresh Cost: -3

Here is an examples of a partners that a synthesist could have.

Name: Amon of the Burning Sands
High Concept: Banished Jinni
Power Options: Toughness, Recovery (catch Ice), Strength, Speed, Channeling Fire, Sponsored Magic Jinni   
Contract: The synthensist and him will work together until there shared purpose it complete (defeating Amon brother). Amon will not wrest control of the synthensists body from him and the synthesist will not carry out actions that that degrades Amon honor.



7
DFRPG / Home-brew Setting House Rules
« on: November 24, 2012, 10:54:45 PM »
I was thinking of running a homebrew setting for a game coming up one in a setting very similar to the Dresden verse but with one major difference magic is evil. To use magic you need to draw on chaos to help get past the natural order of the Universe and the more chaos you draw on the more you are warp until you become a monster. So the premise is that all the supernaturals vampires, werewolves, demons etc where once wizards who drew to hard on the forces of the universe. The PC will be playing either hunters tasked with destroying such abominations or as S013 the Special Magic Unit of the London Metropolitan Police, I am not sure yet.

Now the question is how do you make magic feel threatening and dangerous without making it impossible to use. I was thinking of letting wizards cast of a seperate corruption stress track and consequence tree and any consequences they deal themselves being permanent. So you can safely cast 4 times a day a scene but any more and you are going to destroy yourself pretty quickly. Does anyone have any ideas?     

8
DFRPG / Weapons ratings and blocks
« on: July 10, 2012, 06:42:26 PM »
Having read the argument over on the extreme complexity thread I noticed a problem with the current blocking rules especially when they relate to magic and non- magic barriers. This Problem was illustrated when Richard talked about get through a ward by shooting bigger guns at it. Given how the game mechanics works shooting a Ground to Air Missile at that ward would be as effective as hitting it with a pencil as long as the attack rolls were the same.  This seems a little odd because a ground to air missile should be harder to defend against than a pencil even if both are wielded by masters.

Also wards have a minor problem/ feature that in game they can deflect lower level attacks indefinitely and better wards could easily sideline armies. 

9
DFRPG / The Power of Belief (in setting)
« on: June 22, 2012, 12:36:51 AM »
As far as I can tell from the novels all the power of the setting comes from will, magic (my will shapes reality), Faith Magic (I decide something is true therefore it becomes true) and even the power of the major players (gods, arc-angels etc) comes from people choosing to believe in them. Now I don't want to have a philosophical or religious debate here I am talking completely in setting but what would people do if players decided to bring this bit of Jim's world in game what if the players set up a 1000 strong cult that worshiped them or what if they were a celebrity (modern day celebrities have larger numbers of follower than many pre-BC religions could have hoped for) could they tap into the power of this belief?, would Chuck Norris (if people actually believed the meme) really be able to punch out an army?     

10
DFRPG / Extremely High Complexity Rituals
« on: June 13, 2012, 01:52:49 PM »
I was wondering how high the complexity people would give plot device rituals?

For example how much complexity would you need to do a higurashi by which I mean seal off a area of about 5 miles in a time bubble that repeats every time everyone inside it dies. I was estimating that would take about 400 complexity with an effective duration of until the end of time, +50 complexity over about 50 zones, and about 300 shifts to do the time repeat trick.     

How much Complexity would you need to set every officer in the Chinese army on fire assuming you had a uniform as a focus, again this seems about 30 for effect and then an hard to estimate amount to effect all the people wearing the same uniform probably about 20, so a 50 shift ritual.     


11
DFRPG / Ways to achieve a 100 shift rituals
« on: June 07, 2012, 03:41:32 PM »
In order of ease;
Kill 5 People (20 shifts a piece)
Kill 50 Animals (2 shifts a piece)
Make 30-50 decelerations and sacrifice yourself up to a severe.
Spend 99 scenes doing nothing. 

So how do you balance against this?






12
DFRPG / Hex Reality Custom Power
« on: June 06, 2012, 01:28:49 AM »
I am trying to build a power to go alongside Outsider Powered Magic to represent the warping of reality caused by drawing power from beyond reality. I was thinking something along the lines you have an opposed discipline roll vs the power of the outsider magic you used and the difference between the roll and the power is treated like fallout which caused random bad things to happen (was thinking along the lines of bubbles of corruption in Wheel of  Time series or Final Destination style randomness). Any one got any ideas?

13
DFRPG / All Powers Should be Balanced ?
« on: June 03, 2012, 02:15:05 AM »
Should all powers be balanced with each other in terms of power per point of refresh or should some refresh point be more powerful than other if they are limited to only very powerful templates or to NPC's? Does the per-requisites of refinement justify it being more powerful per point of refresh than most of the other powers for example? Is balance a good thing or should the game not be balanced and favor some concepts over others (wizard, fp) because they fit in better with the setting ?

14
DFRPG / Specialisation House Rule
« on: May 20, 2012, 02:29:52 PM »
I was thinking of allowing players to buy specialization in other abilities outside of evocation after they bought a -1 refresh mastery power, these bonuses would use the pyramid and points would be divided between the different trappings of each skill, these bonuses would not stack with stunts. Would this break or ruin the game? 

15
DFRPG / Vampires Lore
« on: May 14, 2012, 02:26:51 AM »
I was wondering how quickly do people think a small number of Black Court Vampires could replenish there number if they were in a hurry would zombies (horror movie) level of reproduction make them unbeatable?  I ask this because there is no making people into vampires powers so I am at a loss at to how it works?

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