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Topics - Cadd

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1
DF Card Game / Who's in each book? (a crosspost from BGG fourm)
« on: February 23, 2017, 10:11:23 AM »
Being a perpetual re-reader of the books, I made a list of playable characters present in each book as a sort roster to choose from.
I listed them separated into "Significant Ally" and "Present", as some are definitely less helpful than others, even sometimes more of a hindrance than a help (such as Murphy prior to Summer Knight, really).

The distinction between Ally and Present is of course pretty much arbitrary, and debatable in several cases, but here goes:
(Note: I refer to the character "Billy & Georgia" as "Alphas" below)

Storm Front
Significant Ally: None, actually!
Otherwise Present: Murphy, Susan

Full Moon
Significant Ally: Susan (almost put her as Present here too)
Otherwise Present: Murphy, Alphas (the Alphas don't actually accomplish terribly much in this book, Murphy is an obstacle really)

Grave Peril*
Significant Ally: Michael
Otherwise Present: Susan, Thomas, Murphy (Murphy's out for a lot of the book, Susan & Thomas are as much complicating as helping)

Summer Knight
Significant Ally: Murphy, Alphas
Otherwise Present: In a "know your lore or you'd never know" we actually have both Ramirez and Luccio on screen for about a line each, unnamed.

Death Masks
Significant Ally: Michael, Sanya, Susan ("upgraded")
Otherwise Present: Murphy (might well fit above), Butters, Molly (technically)

Blood Rites
Significant Ally: Murphy, Thomas
Otherwise Present: Mouse (Origin Story! ;) )

Dead Beat* (So many, several are on the border between Ally and Present)
Significant Ally: Butters, Ramirez, Mouse
Otherwise Present: Thomas, Luccio, Alphas

Proven Guilty*
Significant Ally: Murphy, Thomas, Mouse
Otherwise Present: Molly

White Night*
Significant Ally: Molly, Thomas, Mouse, Ramirez
Otherwise Present: Murphy, Butters

Small Favor (as with Dead Beat, distinction is fuzzier than usual)
Significant Ally: Michael, Sanya, Thomas, Murphy
Otherwise Present: Mouse, Luccio, Molly

Turn Coat
Significant Ally: Thomas, Molly, Mouse
Otherwise Present: Murphy, Luccio, Butters, Alphas

*A Variant Card for Harry is fitting.

And to relist the sources of the characters:
Butters and Thomas is in Expansion 1
Sanya and Molly are in Expansion 2
Luccio and Ramirez are in Expansion 3
Mouse is in the Evil Hat exclusive "Mouse & Variants" mini-pack

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Calendar Event Discussion / Sweden in two weeks?
« on: June 02, 2016, 09:25:54 PM »
Soooo, apparently Jim's coming back to Sweden in about two weeks.
June 13 in Stockholm and June 18 in Gothenburg. (Info, only in Swedish: https://www.facebook.com/SFbok/photos/a.186898747127.128674.56212317127/10154232933562128/?type=3&theater)

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DFRPG / Story seed (and input needed) - The Manchurian Werewolf
« on: April 21, 2015, 07:29:29 PM »
A throwaway scene in a book I read gave me the idea for a story. I'm not entirely sure which way to take the story, so I figured I'd share the idea and get some input while maybe giving someone else a cool story pitch.

The genesis of this was a three-faced porcelaine doll of Little Red Riding Hood / Grandma / Wolf; twist the head to switch the face.

The idea is that the doll is used to control a werewolf (most likely a young woman, to fit LRRR). The werewolf does not know her condition, instead experienceing fugue states. She contacts the players after waking up from her latest (or latest few) blackouts with large amounts of blood. She needs help finding out what happens to her! The blackouts does not follow any set pattern - various times of day, time of month, different moods, places etc.

I have two directions I'm thinking of taking the story.
Option A) The straight-forward version - a sorcerer has for some reason cursed her, probably by binding some kind of wolf-spirit to her, and uses the doll as a trigger to let the spirit take control of her.

or
Option B) She's actually a Lycanthrope, but the wolf-spirit within her was bound into the doll at an early age by a parent/caretaker, seeking to ease her burden. Now someone else has gotten hold of the doll, and when the spirit is temporarily released it has enough unspent rage and energy to actually force a shapechange on her.

In either option the person who controls the doll is using her as a Manchurian Candidate-like "assassin", engineering situation where the werewolf and the target will run into each other, and then from a safe distance trigger her change and trust the following carnage to kill or maim the target.


Now, things I haven't decided yet:
The three faces - of course LRRR is "default", regular human; and the Wolf is shapechanged (basically a Hexenwulf, but just as uncontrolled as the Loup-garou), but what should Grandma do? I'm currently thinking "fall asleep" to assist in placing/removing her, or making sure she doesn't connect her blackouts with specific times, but it feels a bit... weak...

And second: I need a rationale for option B to even have the switch to release the spirit. I like the possibility that the doll is actually a help rather than a curse, but it seems to me that building in a switch that can undo it all (and actually worse than before) is a stupid risk to take if you're going to bind a spirit, so what could have made it necessary?

I hope you enjoy the story idea, and appreciate any input - most of all about the two things above!

4
DFRPG / Recovery of larger consequences?
« on: January 03, 2015, 09:00:02 PM »
What would you price the ability to clear out a Moderate consequence as a supplemental action, like Recovery powers clear 1/2/3 Milds? Could Mythic even be "three times clear a Mild or once clear a Moderate"?

I'm thinking the style of Goodman Grey's healing from Skin Game. (I figure mentioning him to be ok without Spoiler tags)

5
DFRPG / Help judge complexity?
« on: December 06, 2014, 09:00:58 PM »
How do you go about deciding on the complexity of thaumaturgy of those harder-to-pin-down things?

My character is about to perform a ritual to suffuse an entire (smallish) house with sunlight, metaphysically. It's not going to be actually illuminated, but for the purposes of beings affected by sunlight (primarily the Red Court etc) the house is going to be filled with sunlight 24/7. This is the culmination of middling length scenario, centered around creating this effect to settle a debt.

To accomplish this we've had a couple sessions in the Nevernever hunting down a rare type of crystal inspired by those Harry see illuminating the Ostentatiatory in Edinburgh. A couple failed attempt to find and acquire it has led to my character being appropriately banged up, and finally actually made a deal with a Sidhe providing the crystal as the sugar on top of a deal. (Yes, I'm aiming to get the poor guy in deep trouble ;) )

Now, I'm not sure how to go about handling it mechanically. The plan is to have the actual ritual be performed under some amount of pressure for time, but it will of course be balanced around how big the ritual needs to be.

How would you suggest?

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DFRPG / FATE tokens from Campaign Coins
« on: July 23, 2014, 03:27:51 PM »
The kickstarter for Campaign Coins metal FATE tokens are up, and almost funded already! They look darn fine, I must say...
https://www.kickstarter.com/projects/campaigncoins/fate-tokens-metal-tokens-for-fatetm-games

Edit: Funded, and over 100 backers ;)

7
DFRPG / Balancing group opposition?
« on: July 07, 2014, 07:27:09 PM »
Hi all

What sort of guidelines do you use for balancing the opposition when there's a marked discrepancy in numbers?

When there's a 2:1 ratio of baddies to PCs, how much weaker do they have to be to not completely overwhelm, but still be a challenge?

I know there can't be a hard and fast rule, as each character is different and more importantly, each player approaches combat differently and can be more or less adept at tactics, but a general guideline maybe?

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DFRPG / How strict is "one specific spell"?
« on: June 11, 2014, 09:12:59 PM »
This is primarily about the option of locking a focus item to one specific spell (per YS279, getting a free slot on the item), but it can apply to rotes aswell.
How specific would you say these are? Let's use Harry's Shield bracelet as example. If the bracelet is locked to his force shield, can it be used for a spell to extend the duration? If the shield spell is a rote, will the "meta-spell" of extending duration benefit from the rote action? (I'm thinking yes to the focus but no to the rote)

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DFRPG / Red Court Infected, revisited
« on: May 04, 2014, 09:03:27 PM »
Yeah, I've still not worked out how I want to handle the issue with hunger/powers/etc for a Red Court Infected, but now it's actually going to happen in my game, so I guess it's time to sort it out.

Not being able to pin down what mechanic to use to handle it between Feeding Dependency (either book or wiki version), Limitation or some use of Sponsor Debt, I decided to first back up and look at what I want to be able to do with it narratively and ask you peoples advice on how to get that through mechanically. The Catch for Thougness and Recovery got mixed into these thoughts as well, so here goes:

Hunger and Power use for a Red Court Infected:
  • Using Vampiric powers makes the RCI hungry for blood. This hunger can cause distractions and at the extreme end a loss of control bad enough to kill and thus turn completely.
    • While the hunger can be quenched with blood without killing (like Susan in Changes) this is both incredibly risky (the RCI him/herself will not be in control) and will make it easier to fall to the hunger again. The hunger does however diminish with time of not using Powers, meditating etc, but most effectively by spending time in sunlight.
    • Tattoos given by the Fellowship of St Giles can help here, both raising the bar for when the hunger is problematic and giving clearer signals to the RCI of how close they are to loosing it.
  • Direct sunlight completely prevents use of vampiric powers.*
  • Holy items (and weapons empowered by Faith) burns them and ignore the vampiric resilience and healing
*Not clear in the novels, but seems appropriate that the reason the hunger can be controlled by spending time in sunlight would also block any power use. This is probably not terribly important, so ignore if you think it unnecessary.

Also - I'm leaning towards not requiring the player to take either Addictive Saliva or Blood Drinker. In my mind, the narcotic venom of an RCI is so weak that it'll only come into play during mucous-membrane contact (essentially, kissing) and in those cases only be a hindrance or complication - thus a compel. Blood Drinker is so incredibly fringe as to be practically useless - drinking any blood at all is going to be very, very rare and a strong downward slope to killing; killing means NPC-dom; and hunger-related compels can be made anyway.

So, how would you go about doing this mechanically?
Option 1: Sponsor Debt has been discussed - exactly how would it be used? Invoking relevant rolls for debt instead of actually having Inhuman St/Sp/To/Re? Paying debt for Temporary Powers? How to handle the hunger being reduced without actually feeding - Spending X time in the sun can reduce debt by 1?

Option 2: Rebate powers - How would this be valued as a Limitation? I like the "losing access to powers" part of Feeding Dependency, but how do I handle the not-usable-in-sunlight part? Just a compel on sunlit scenes? What is a Catch of "just" Holy/Faith-empowered Items worth (it's fairly uncommon after all) - 1 or 0?

Thankful for input on merits and drawbacks of either options, and opinions on what will be simple yet still cover the various limits on power use.

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DFRPG / Balance question on homebrewed stunts
« on: March 20, 2014, 03:00:35 PM »
I won't bother with the names of these, as they're in swedish, but I'd like input on how strong they ought to be - mostly with the restrictions and such.

For a character that's good at eavesdropping, but not to the super-focused point of Listening - is a stunt for a straight +2 to the Eavesdropping trapping ok, or should it have some kind of situational restriction?

The same character is adept at photography, and has pushed it from his original artistic purpose to more...practical...uses. We were thinking of a stunt boosting the Surveillance trapping of Investigation and the Casing trapping of Burglary in situations where he can use a camera to take photos and analyze them later for more details. Should that be a +1 to each of the two applications?


Another character comes from a high-society background, and even if she's been away from it for a while that's where she's at her peak socially.
Would it be too broad with a stunt for +1 to the Chit-Chat, First Impression, Opening Up and Social Defense trappings of Rapport and the Charisma trapping of Presence while in a "high society" function (such as a charity gala, a black-tie dinner, an auction event like in DM etc), of course requiring all the appropriate clothes and trappings to "fit in"?

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DFRPG / Input on custom recovery-like power
« on: February 24, 2014, 10:02:43 PM »
What refresh cost would you give this effect? It is specifically a retooling of one of the effects of Inhuman Recovery.
Quote
Second Wind
Once per scene you may clear away a Mild Physical or Mental consequence resulting from Spellcasting (including Backlash) or Fatigue/Exhaustion as a supplemental action.
Would this be -1 or -2 just on its own? Should it be rounded out with additional effects to be a proper power? Is it at all "balanceable"?

Background:
A couple of different lines of though came together in my head recently. Firstly thinking of a way to handle an item for my wizard storing life force for concentrated use at a later point (think Harry's bear-shaped belt buckle, or his energy rings only with life force instead of kinetic energy); later there was a discussion here about Recovery powers and Backlash.

When these two ideas met in my head, I started looking at a retooling of Recovery - a "clone" to specifically work on these things. Since I'm not yet planning on having continual access to the power I didn't really look into the other parts of Recovery (since they are all longer-term effects), but they should really be easy enough to add in if you want to round it out a bit. It's meant to be more restrictive in what physical effects it can shrug off, but in exchange be able to clear a common but still specific type of mental consequences as well. So, no clearing out consequences caused by attacks done to you, whether physical or mental.

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DFRPG / Feeding Dependency
« on: February 22, 2014, 03:26:48 PM »
A few qick questions on Feeding Dependency:
1: The custom version - it gets rid of the Hunger stress track in order to clarify when you're supposed to lose access to powers, right?
2: When calculating the "combined refresh of powers usued" after a scene - is the rebate from Catch/Limitation included? The example uses the full value of Toughness, but doesn't say explicitly.
Say a Ghoul uses both Recovery, Speed and Strength - is that 8 (full value) or 6 (Recoverys +2 catch included)?

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DFRPG / Duration-related questions (Evocation)
« on: February 15, 2014, 12:17:44 AM »
A couple of questions regarding duration and prolonging spells, mostly blocks but can apply to other stuff aswell.

Exchange 1 - My wizard casts a Air evocation block, described as a column of super-turbulent air that throws off any incoming attacks. I assign no shifts to Duration however.
Exchange 2 - As long as nothing broke through the block, I can prolong it now, right?

Or, If I instead assign one shift to Duration in the first exchange it can go:
Exchange 1: Block, 1 shift to duration
Exchange 2: Attack/Maneuver/whatever
Exchange 3: Prolong the block, assuming nothing broke through

Is that right?
And the above is regardless of if it's a Rote or "normal" Evocation, correct?

For Redirecting spells (like Ramirez Shield-to-Attack) - it needs "unspent" shifts of duration to work, right? So in my second example above, I could redirect the energy in Exchange 2 but not 3?

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DFRPG / Next area of questions/clarifications: Thaumaturgy!
« on: February 04, 2014, 07:15:04 PM »
I know that a lot of stuff concerning Thaumaturgy is up to the table/the GM (like time, how to keep the number of fast declarations limited etc), but for some things I'm thinking it might be that I'm not getting everything there is in the text...

To target thaumaturgy at someone/thing not currently right there you need a link. (Actually, you always need a link, but seeing/touching is definitely enough)
Say I'm attempting to summon the ghost (if there is one) of someone my character has found a fingerbone from. A little risky, seeing as I've no idea about the beings power, or even if I'm just pouring a lot of energy down the drain - but I still like the preparations and such.
Is the bone in this case an aspect counting against the complexity deficit?

Another thing - the various ways of making up the deficit are all "montage" or "gloss over" things - the Declarations option can be a few quick rolls of Investigation, Resources and Discipline and you briefly describe how your character takes to time to Study Maps of the Area, gone out and bought a Silver Bowl to pour water in and Meditated, and that's +6 complexity taken care of for your scrying spell.
But what about stuff that I don't really see a roll for - like doing the ritual in a specific place (significant for the spell, but not a place of power) or at a specific time? Gathering grave dirt for the above ghost summoning? These must be able to contribute to the complexity, how do you handle them?

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DFRPG / Enchanted Item questions
« on: January 30, 2014, 02:42:40 PM »
In designing Enchanted Items for my Junior Warden, I've been thinking about skill-replacement effects. Searching the forum, I haven't managed to figure them out to my satisfaction, but I tend to not get along very well with forum search engines... Is it correct that the complexity is just "desired shift value of effect"? If I want to lift something like I have Superb (+5) Might it's a Complexity 5 ritual?

Enchanted Items can store Thaum Effects (though Strength=Complexity means it's usually the fairly small stuff). This means they can do skill replacements, right?

So what happens if I make a sword an Enchanted Item, but I don't really need it to hit harder, I really need it to hit - my actual Weapons skill... leaves something to be desired ;) My base Item Strength is Great (+4), significantly higher than my Average (+1) Weapons.
If I store an effect to replace my Weapons skill for one attack with the sword, will that mean I just treat the attack as if the attack roll had resulted in a Great (+4) attack; or do I activate the item and then roll as if my Weapons was Great?

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