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Topics - Blackmako

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DFRPG / Modular Ability with Item of Power
« on: June 11, 2014, 03:19:57 PM »
Hello,

Some context: A player with a weretiger in our game wanted an item of power. He had two refresh to spend on the item. We did a story that build up to the item which is an amulet from his ancestors. Its visible and can be potentially pulled off (so +2 rebate) He wanted to have the amulet give him access to a new form. The form is the half-man/half-tiger form. Sort of like White Wolf's Crinos but with a tiger.

Can Modular Ability be purchased at a later date/after the fact? If so can it be purchase with an item of power. In some ways it reads like abilities that go into Modular Ability must be purchased beforehand. The player wanted to use 8 pts of his abilities in the pool. If the modular ability is allowable what can he purchase with it? His abilities are speed, strength, recovery. Will he need to stay with speed, strength, and recovery with different degrees (unnatural, supernatural) or can get use the points to take toughness?

If Modular Ability is not feasible after the fact of character creation what would you suggest power wise to capture a third form that is not purely an animal form?

Input would be helpful as I don't want to have an item that breaks game balance. Thank you in advance.


2
DFRPG / Athletic Jumping, High Power Contacts, and Might
« on: May 25, 2014, 01:54:52 AM »
Hello,

Thank you for previous information on blocks to incite emotion. The game actually had all three mentioned go off by different characters: increase to discipline via potion, straight discipline roll, and a magic area of effect block to the emotion. Everyone got through unscathed mentally except for a Son of Ares who botched his roll and pissed his pants. So thanks for the information.

1. About athletics and jumping. I am having a hard time visualizing distances with jumping via athletics. At what point does the leaping become super human. Can high athletics lead to stuff like jumping 2 or 3 story building etc. The rule reads like the GM makes the difficulty to clear an obstacle by jumping. We have a were-tiger with super speed in our game. He was asking with his springing athletics at 8 how far and how high can he jump. Any perspective would be helpful.

2. A character has resources at 6 (13-14 refresh party). He was asking about using his resources to add +1 to his contacts of 5. (going for the tony starkish gozillionaire thing). At a contacts at potentially at 6 what sort of contacts should I allow the player to tap? He wants to start getting high powered govt officials in his pocket (sort of like Lara Raithe). Is there a previous post that gives a chart on power level of contacts?

3. Could you give me some examples of how might could give a bonus to other skills (either the +1 due to higher skill or the greater plus due to super strength)? Am I correct in stating that might does not give bonus to the attack trappings of fists and weapons? Could might give bonuses to maneuvers of fists and weapons?

Thank you in advance for advise, rules clarification, and suggestions.

3
DFRPG / Magic Shields vs. Incite Emotions
« on: May 07, 2014, 02:05:18 AM »
Hello,

I wanted to clarify for an upcoming game if a magic shield can "block" or "armor" vs the mental attack of incite emotion. If so would it only be Spirit Magic?

If magic can block/armor vs mental attacks what would be the mechanism? What I understand from the book is that a magic user can either block all types of damage vs a single opponent OR one type of damage from all sources. Is that understanding correct?

How should a spell be priced to block mental attacks and physical attacks? Or is it a one or other proposition?

Basically the party is know encountering monsters that incite despair and rage.

Thank you in advance.

4
DFRPG / Physical Consequences for Players
« on: April 28, 2014, 06:32:08 PM »
On a humorous note but true story...

I had a player to an amazing job of RPing out thaumaturgy to cause a malevolent spirit manifest so the party could confront it. He did all the work addressing complexity, using his discipline to activate the spell...then an Oscar award winning performance RPing out the casting. Channeling Gandalf confronting the Balrog....said player smashed his hard wood prop wood down on the table with a near scream....

The wand rebounded and clobbered the player in the head...and I quote:

"ow"

"....."

"The spell better haved worked!"

"bleed"

So here is the question. The player gave himself a real life mild physical consequence to fuel his magic scene. What bonuses should he get?

It did take about 2 hrs for the headache to go away.

5
DFRPG / Need Help with Sword Magic NPC
« on: April 18, 2014, 03:51:22 AM »
Hello,

I am getting ready to run a game with a NPC that uses Sponsored Magic. The NPC will sort of be based on "Uncle Doj" from the Black Company series. I want to have NPC swords master who uses "subtle" magic. So here is the sponsored magic I was thinking of using for the NPC.

TRANSCENDENT SWORDSMANSHIP [-4]
Description: Legends speak of heroes who fought dragons with nothing but sword and mail. These heroes fought creatures with nearly endless power and some of them actually won. Transcendent Swordsmanship channels the power of the heroes of old and uses it to do the impossible with swords.
Sponsor: Transcendent Swordsmanship is sponsored by the spirits, or perhaps the legends, of long-dead heroes.
Agenda: Transcendent Swordsmanship drives its user to destroy evil and to prove his own worth as a hero.
Evocation: Evocations cast with Transcendent Swordsmanship often resemble air or metal evocations, and they almost always emulate sword techniques.
Thaumaturgy: Transcendent Swordsmanship allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Transcendent Swordsmanship does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Transcendent Swordsmanship replaces his Conviction skill with his Might skill and his Discipline skill with his Weapons skill for the purposes of spellcasting.
Note: Foci made to boost Transcendent Swordsmanship spells are almost always swords. That being said, there's nothing stopping Transcendent Swordsmanship from becoming Transcendent Axemanship in the hands of a specific character.

So here are the questions:

How does metal based evo and thaum work?

Does evocation work in concert with melee (if the focus of the magic is swordsmanship based)? If so how would it work? If not how should I use magic to enhance melee or melee to enhance magic?

What rotes would you suggest for this sponsored magic to work cinematically and mechanically?

What thaum should he use...biomancy...divination...crafting...summoning etc (I see the line about summoning spirit warriors). What would "tapping" into "legends" look like?

The group has three magic type characters (two wizards and one sorcerer). I am hoping to get the mechanics worked out for the above sponsored magic.

Thanks so much in advance for any rotes, suggestions, and advise on mechanics.


6
DFRPG / Need Help on Supernatural Senses for a Son of Ares
« on: November 24, 2013, 09:28:54 PM »
Hello,

I am currently playing a son of Ares demi-god in a Dresden campaign set in the Midwest.

I am looking to buy supernatural sense at 2 refresh for the three thematic senses.

I am looking for suggestions on what those sense should be/can do.

The ballpark is senses built around warfare. Sort of like battle sense that a child of war might possess or the ability to see the currents of battle/combat/war that is helpful, cool but not game breaking.. I would love any suggestions on senses and mechanics for sensory use. Thanks in advance!

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