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Topics - Silverblaze

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1
DFRPG / Mythic Bestiary
« on: June 12, 2014, 02:37:02 AM »
I've decided I like the Dresdenverse and the Fate system enough to run a long term game based loosely on Highlander.

I'm starting it during the Bronze Age and plan on it winding up in modern times or near future times when I'm done.

I'm starting this thread for multiple reasons.

1) To have a place that all the mythical creatures can be contained

2) To help me with ideas and help with stat blocks for my game.

Feel free to put multiple versions of each critter in here. (Why? Then people can have weaker and stronger versions to challenge most refresh characters)  Stat up anything you like.  Feel free to discuss what beings could qualify as Fae even.  I'm starting with some Greek myths and the like so starting there would be nice :)

I'll post any monsters or beings I use in my game and if I use one someone posted here I'll let them know how it worked.

I'm thinking harpies, centaurs, satyrs, minotaurs, hydras, pegasuseseses (pegasi?).  I may even use "The Minotaur" or "The Nemean Lion". 

Thanks for any contributions in advance.  Thanks for the help, I no doubt will glean from this.

2
DFRPG / Neutralize!
« on: August 08, 2012, 01:28:30 PM »

Lots of stuff to discuss here...
Lots of questions to be addressed...
Have at it...


I've seen many genre's "hacked" into this system, including superheroes.

A large part of superhero games can be loss of powers temporarily.  In some cases this comes from containment cells ( which can be represented by a high threshold ).  In some cases it is the presence of an item or being.  (Something that carries a threshold with it - only having an effect on certain beings powers).

How would you model someone (Marvel's: Scrambler) or something (gadget) that  neutralizes powers? 

I'm looking for a way to weaponize a threshold.  Maybe a new power; maybe a new way of using an old game mechanic. 

Ideas?


Along this same line of thinking: Some superheroes are simply immune to having powers neutralized (due to narrative or some other strange factor).  For purposes of this thread we are going to assume the whole "too powerful to be neutralized is not the reason for this immunity).

How does one model an immunity to thresholds? (other than the new power/rewrite I created and Sanctphrax helped to heavily edit along with the rest of the community)  Compel/tag/invoke an aspect?  Is there any reason to create or reskin a power for this phenomenon?

(If using the Immunity power: how much should immunity to thresholds cost in refresh?)

Also, is it possible to create a power additive? (at least for this superhero genre)

Example: neutralize immunity - this power is immune to the effects of thresholds/neutralize (- ? refresh)

Each power that was immune would cost -X refresh.

What could/should such a cost be?

Could a normal DFRPG game set in normal setting benefit from a power like this?

3
DFRPG / Power Rewrite: Physical Immunity
« on: June 02, 2012, 08:30:40 PM »
Topic:  Rewriting a power called Physical Immunity

Reasons:
1. Cost is likely too low.
2. Stacked catch is confusing when combined with other catches.
3. Immunity to all/but a catch is a poor way to handle immunities.

#3 example: it is easier to say "I am immune to fire".  Than to say "I have physical immunity to fire with a catch of everything else.  Or I am catched by everything except for fire." 

Solution:

White Wolf Publishing created a book called Freak Legion prior to the New World of Darkness supplements.  It contained ways to create antagonists that fight their version of werewolves. One of the powers they could purchase was called Immunity.  This power had a varying cost with a chart full of examples to use as a guideline.  This system had no catches.  You could simply pay X points and make a monster immune to fire.

My proposal is a power that does just that.  We decide how much it should cost to be immune to fire.  That is the refresh cost.

Power: Immunity
Refresh (Varies +0 to - X [X being the cost for full immunity to all damage{physical, mental, social etc} aside from a plotline or plotline introduced ritual or item])

As a community we come up with a passable chart of examples to use as a guideline for immunity to various things and the costs for it.  Forget what you know about hte existing power.  Forget catches.  Immunity should serve as a way to make werecats always land on their feet (never take damage from falling).  Fire giants should be immune to fire.  etc.

Example:
-0 aging, bad smells, sweating
-1 fatigue, disease, poison
-2 drowning, falling, monkey wrenches (only monkey wrenches)
-3 metal weapons, claws, (the book claims mortal magic....I think that cost is too low...)
-4 fire, cold, electricity, explosions, pure force?
-5 magic
-6 mental damage or social damage
-7 weapons of any sort
-8  attacks from immortal beings or mortal beings
-9 physical or social or mental immunity
-10 two immunites listed above
-11 immune to all three (aside from plot like mentioned above)

Please, Please note this isn't set in stone. This is simply an example of what I wish to accomplish.  I don't expect to be agreed with.  I would prefer constructive criticism to..."NO.  I disagree".  That isn't helpful..please offer a change in the power, or cost, or chart, etc.

4
DFRPG / Posters: The how's and why's of our gaming.
« on: May 01, 2012, 12:49:19 AM »
This may need moved to another section, but i think it could fit here.

I notice lately that we have a good portion of posts that seem incredulous to other posters.  I think we could promote more useful debates, converstions, and content if we understood each other a little better.  We used to be far more helpful to one anotehr and I want to get back to that as a community.  This may be a total flop, but I think it could be worth a shot.  There are no wrong answers, this is more or less an attempt at empathy for other posters.  Feel free to answer as many or as few of these questions as you like.

1. How did you start gaming?
2. What system did you start with?
3. What systems have you played?
4. What system/s are your favorite?
5. Is this your first system?
6. What caused you to try DFRPG?
7. What is your preference in gaming group size?
8. How open are you to gaming with people you don't know or hardly know?
9. What is your best quality as a player?
10. What is your worst qulity as a player?
11. What is you best quality as a GM?
12. What is your worst quality as a GM?
13. Importance of game balance 1 - 10 (1 being lowest 10 besing highest)
14. Importance of setting/canon of universe 1 - 10 (1 being lowest 10 besing highest)
15. Custom setting or established setting?
16. During character creation are freedom of powers more important or the chracter concept and the powers and skills fitting that concept? EDIT: FIXED!?
17. Roll play or role play?  Something inbetween? ( Role playing skills vs dice for resolving things in game)
18. Other: anything notable to volunteer that could explain your view of gaming or your posts on here (obviously mood, upbringing and personality has an affect here, but lets not get too personal eh?)

I'll start out hoping I start a trend.

1. Age 13. The local Magic (CCG) players at my local comic shop started playing this new game I never heard of and invited me along. Mind's Eye Theatre LARP based on White Wolf's Vampire the Masquerade (I think we all pretended to be other people or things growing up, I figure I'd start with my first official gaming group)  I took to it well.  I always liked video game RPG's also.

2. Mind's Eye Theatre LARP based on White Wolf's Vampire the Masquerade

3. MET (minds eye theatre), World of Darkness (1st-3rd editions) setting which has had over a dozen pseudo settings within it, D&D 2nd ed., D&D 3.X ed., (all associated game worlds) D&D 4.0 (once), D20 Star Wars, D20 Spy Craft, Pathfinder, Gamma World, Gurps, Palladium, Shadowrun (varous editions), Cyberpunk, Mechwarrior (battletech RPG), Big Eyes Small Mouth (anime system), MEGS (DC Heroes/Blood of Heroes), Marvel Roleplaying Game, Champions, Dragon Storm, West End Starwars, I tried Star Trek..kind of, I tried battlestar galactica, buffy, and a final fantasy RPG...played New World of Darkness, played Scion, have tried plenty of home spun systems.  those do not include video games CCg's etc.  I'm sure I left out varioussystems I try to forget.  Oh my bad...DFRPG!
 
4. I rather like old World of Darkness best.  I've enjoyed 2nd ed D&D.  MEGS can be fun.  I enjoy the DFRPG.

5. No

6. My friends convinced me to read the novels.  Then one got the Game Supplement books, said he wanted to try running it.  the rest is history.

7. TT(tabletop) - 3-6 players 1 GM  -----  LARP 1-4 ST's (usually more than 1...so hard wiht just 1) 18-50 players.

8.TT - not very but I will.  i prefer to get to know them first.  LARP - perfectly fine...odd eh?

9.getting into character or ingenuity during play

10. I am hard to get to metagame - this can lead to party conflicts if i won't budge because my character i stubborn even if the story would flow better if I would.  I have learned to be a munchkin and power gamer out of necessity due to some groups I have been in. I min/max fairly well.

11. compelling story/plot or ability to improvise

12. scaling difficulty of encounters/scenes

13.  depends on the group generally I'd say 8 but I can drop as low as 6 if I havea good group.

14. assuming it is not a homebrew world 7 or 8.  otherwise I don't care. The Incredible Hulk can be chinese and fly for all I care if the plot is good and we are clearly playing in an alternaverrse.

15. Both, but stick to it once you choose for the duration of the campaign 9long running game)

16. concept, but I like some room to stretch my creativity of course

17.  Something inbetween -  Roleplay with mechanics there to strongly back up play and to help reinforce roleplaying moments with skills as needed.

18. In my group I usually get stuck plying a leader type or the "talky one". This doesn't bother me.  I like to play a "sack of hammers" who just hits stuff sometimes as a diversion.  I try to play many diverse things/concepts to really be as different from me as possible.  I have enjoyed trying to see some of myself in my character though.  I p[refer to immerse myself into the setting and world I am in, but I don't mind distractions or table talk.  RL comes first even when I'm indulging my hobby.  Staying away from personal stuff for the most part, but I do like playing devils advocate and am a "epic wise ass", I root for the underdog.  I should mention I'm a pessimist and prefer to be wrong about things as a result.  I tend to mediate and be moderate rather than stick to my guns since I have many stubborn friends and think life is too short to argue in circles forever.


Hope this helps explain some of my positions on matters.

5
DFRPG / Versions of Cassandra's Tears
« on: April 15, 2012, 02:40:37 AM »
My GM decided to help move plots along my Knight started the game with -0 Paladin Sense.  It pretty much serves as a Cassandra's Tears reflavored to pretty much only apply to things in defiance of or in accordance with The Almighty's wishes/plans/or violations of free-will.

The power has recently taken a back seat to traditional compels and such, now that our group is used to the system.

It however got me thinking to a way to model the powers of that guy from the TV show "Strange Luck".

(links area safe only used to explain concepts or tv shows IMDB and Wikipedia)

http://en.wikipedia.org/wiki/Strange_Luck
http://www.imdb.com/title/tt0112182/

Wanted to play an agent of Serendipity.

http://en.wikipedia.org/wiki/Serendipity

HC: Agent of Serendipity
Have an aspect called "Strange Luck" - maybe the trouble?

Likely have marked by power.
Psychometry
Likely have Entropomancy and an inverted version allowing things to go my way via spells (something like Domino or Longshot from Marvel comics)
http://en.wikipedia.org/wiki/Longshot
http://en.wikipedia.org/wiki/Domino_(comics)

Maybe an item of power...

Have a power called Serendipity's Tears (name is work in progress)

Here is where I need to try to figure out a way to have a version of Cassandra's tears that costs -1 or so. 

I don't mind having a penalty that makes me stop or pause while the visions come.  I was hoping to be able to use it for smaller things to help people (like telling someone the winning lottery numbers).   Or maybe knowing when a bus was going to go out of control so I could step back and let it hit somebody.

Thread is to discuss the power, the character concpet and how to make the afore mentioned power.

Afterward I'd love to hear new versions of Cassandra's Tears.

6
DFRPG / Faith Powers Waning Efficiency
« on: March 29, 2012, 03:33:07 PM »
I very much like my character I curently play in a long running DFRPG game.

I have noticed however, that I seem to have refresh on my sheet that seems wasted to me now that I've been playing this character a long time.

Righteousness (-2) is a very good power at the beginning to middle part of many long running games (6-13 refresh range).  After that, the Desperate Hour power seems less efficient than most area spells players can use at that refresh level. It has no weapon rating (without custom stunts), it requires a semi specific set of circumstances to happen for the power to be usable and costs a fate point.  It is also only usable once a scene. (In case anyone wonders I keep Conviction as my top rated skill so it isn't a matter of having a low Conviction)

I also seem to have less and less use for Bless This House (-1).  Likely due to a lack of situations where it comes in handy.

I just notice (-3) refresh doing very little most of the time.  It doesn't bug me much, but I thought I'd try to get some advice or "comiserate" or something.

Does anyone else notice this in games where either refresh hits higher numbers or thresholds are simply less abundant?

7
DFRPG / Statting up the Penance Stare and other Soulgaze Goodness
« on: March 16, 2012, 03:58:52 PM »
See Topic. 

Pleae Note: I am not trying to stat up Ghost Rider.

I assume the PS (Penance Stare) could be used more than once on hte same individual if they commited new sins/crimes [as opposed to or in addition to if their core beliefs changed].

Should this be a modified soulgaze or an addition to it, much like enhancements to Incite Emotion.  Also if a character alrady had Soulgaze, would this new version replace it or become an option instead of soulgazing?

I also wonder if it should be a variant of Incite Emotion, since the PS does make people feel remorse for deeds/fear from the hell they'll be facing.

Another thought: the Soulgaze doesn't normally let you read minds etc.  It is not a lie detector.  however to some extent the PS is.  Their sins are laid bare before the Rider.

Continuity Spoiler about Ghost Rider ahead:
(click to show/hide)

Other Soulgaze goodness: Should a stunt (or perhaps more appropriately a power) that allowed a player to gain a bonus to social rolls against things/people said player had soulgazed previously be allowed?  Is it balanced?  Since it is specific what would the numeric bonus be? 

8
DFRPG / Need help creating a new aspect and such
« on: February 29, 2012, 02:28:57 AM »
I generally have no trouble with aspects, but every name I come up with sounds cheesy to me and I find them to be too broad.

What I'm looking for: An aspect that would fit a rather odd situtation. 
The situation is:            A true believer has been taught to wolf change by an Alpha. It made sense for the story believe it or not.
 I need something to represent the dichotomy of being part wolf (and all the compels that can go with animal instincts) and a True Believer ( faithful, usually honorable, strong sense of duty and loyalty).   I'm trying to create a double edged aspect one that can be positive or negative.

Any help or opinions would be welcome.

9
DFRPG / Concessions/Cashing Out/and Compromises
« on: February 28, 2012, 02:46:48 AM »
Would you allow one character to cash out and save his character or concede (via concession) even if other PC's in the party/players in the group weren't willing to or didn't want to?

I know compromise goes a long way, but if it is clearly a situation of life and death where one player is ok with a character dying...should all PC's be punished for it?


Has this been an issue for anyone in their games yet?

10
DFRPG / Superpowers and combat!
« on: February 24, 2012, 02:23:04 AM »
Thread created as a result of this post made by myself in the : "Balancing Evocation Accuracy" thread.


Supreme Strength. Whenever using your
Might to modify (page 214) another skill, it
always provides a +3 regardless of the actual
comparison of your Might score to the skill
in question." Your Story

Speed powers offer a similar boost to Athletics rolls.

Should the Might bonuses and Athletics bonuses be allowed to increase accuracy of attacks made with said attacks or modified by said skills?

I think it will create balance issues, especially with True Mortals.

11
The following prompted me to create a new thread for this.

"Warning: this topic has not been posted in for at least 30 days.
Unless you're sure you want to reply, please consider starting a new topic."


So sayeth the forums.

Anyhow...

This monday, our roleplaying group will be entering a social combat instead of actually just using our normal method for dealing with social encounters (yeah we're the weirdass crew who never use social combat, in favor of roleplaying etc.).

I find it likely that the social combat may indeed cause people to take consequences.  I am wary of this.  I understand that physical and mental consequences take their toll, can be tagged in combat and can lead to being unable to continue battle or taken out.

I however, do not see how social consequences should be able to force a combatant to stop fighting. Especially if they are fighting for their life...Social implications tend to be ignored in such circumstances.  I understand the "taken out" result is not always unconcious or comatose, or mentally broken etc.  It could be fleeing or too stunned to speak etc.

Therefore, I pose this question.  Can mental and physical conseqeunces share a track and social have it's own?  This keeps wizards properly balanced (not allowing a seperate mental consequence track) but prevents social combat from knocking someone out of a fight.

Something that I've never done, so I am curious... can you tag a mental or social consequence or spend a fate point for similar effect in physical combat to get a +2 bonus...or a physical or social in mental combat...or a physical or mental consequence in social combat?

12
DFRPG / New Book may be of use to players and GM's alike
« on: September 03, 2011, 06:38:41 AM »
Guillermo Del Toro recently wrote : Blackwood's Guide to Dangerous Faeries

I'm told it is a prequel to :Don't Be Afraid of the Dark; the new movie coming out.

Has all sorts of interesting myths about Fae in it...some draw parallels to the Dresdenverse.

It is also a pretty good read.

I encourage people to check it out.

13
DFRPG / Multiple actions in an exchange
« on: May 15, 2011, 10:19:26 PM »
Many systems come up with multiple action systems for combat.  

Do you think the Fate System as defined within hte Dresden Universe is balanced for PC's?
Do you think it is fair for NPC's and not PC's?
Is it unfair or fair for both?

D&D: characters get more actions through spells or more attacks as they level - fairly balanced
3rd ed. D&D/Spycraft/Star Wars: free actions, move actions, attack actions, full round actions and modified as above - abusable but fairly balanced
Star Wars - west end: D6 system, subtract a die to get an additional actioin, limited only by number of D6's rolled (turned out to make skilled players whirlwinds of death)
Shadowrun: initiative modifies how many actions one recieves (balanced unless someone munchkins initiative/actions)
White Wolf Vampire old school: celerity 1-5 geneates that many additional actions ( 6-10 exists but rarer)
White Wolf Werewolf: Rage rating 1-10 dictates actions (mildly broken unless context of the game is taken into account they need those actions to live...still pretty mean)
White Wolf Scion: similar to a cross between Old school vampire and Shadowrun fairly balanced considering the genre
DC Heroes Mayfair/Blood of Heroes MEGS system: one dice action two auto actions (moving, turning on powers etc) this does not change generally - balanced for a superhepr game
MechWarrior RPG: one action a round unless in a mech using the old Battletech system for combat seems balanced but combat out of mechs is clunky at best

I think this system should have one action a round as no powers in the book really get into having more actions even Mythic Speed.  Multiple attacks per round could easily make mages far less useful.  They also could out damage mages/wizards/evocators for no require of stress expended.  I think Evil Hat has a near perfect recipe and multiple actions generally will unbalance and ruin the combat system… especially if someone found a way to cast multiple evocations at once.  Spray attacks and zone wide attacks handle this just fine in my opinion.

I can definitely say if I were allowed to use a power or stunt that allows me multiple actions combat will be a lot less challenging and require far meaner encounters and more work to generate challenge on behalf of the GM.

People should do as they like in their games, but the above is my opinion and I’m seeking what others think/feel about it.

14
DFRPG / Non-Human Denarians?
« on: May 02, 2011, 07:16:31 PM »
Could in theory something with enough free will  choose, become a Denarian even if they aren't human?

We know wizards can become one.  It is safe to assume, minor practitioners can also.  Could certain vampires?  I'm assuming fae cannot.  Ghouls?  Werebeasts? Lycanthropes? WC virgins? Half Reds?  

Even crazier: dragons, temple dogs?  Though somethign tells me neither of those have traditional free will....

Cheesy? Overpowered? Yeah, very.  Is it possible?  Thoughts on this?

EDITS:

Theory persists and Fae cannot. Likely that vampires cannot.  Another theory suggests positive refresh is all that is required.

15
DFRPG / Inciting Positive Emotions
« on: April 19, 2011, 05:46:29 AM »
Disclaimer: I used the search function before creating this thread.  I was however tired, apologies if a thread or post addresses this issue already.

As far as I know, rules do not exist for inciting positive emotions.  I would assume they generally should not cause damage persay, though I could see overloading ones sytem with pleasure... though I'm not certain it applies to "positive" emotions at that point.

I suppose one could place manuevers with it. "Bolstered Courage" etc.  How else might such a power work system wise? 

I'm certain a use of this power would not invoke True emotions (True Courage, Love, Hope, etc.)

@ Sanctaphrax: Your entry on angels (archangels perhaps?) has them Inciting: Joy.  How did you envision this effecting play?

I ask because I hope to simulate an effect similar to Cavaliers from 2nd Edition D&D. (radiate courage 10ft as per the Emotion spell...I know there is no way in this system to constantly radiate a power.  I simply wondered how to reproduce a similar effect) Where said character could bolster his allies courage.

I assume the power would look something like: Incite Emotion (courage) - 1, in bursts?(zone) -1


Seeking advice and opinions.

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