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Topics - ReaderAt2046

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DFRPG / Attaching a Catch to non-toughness Powers?
« on: March 19, 2018, 03:09:22 AM »

So when you take a Toughness power, you can and must attach a Catch that negates those powers under certain circumstances, and you receive a rebate for that Catch. But what about extending that same concept to other powers? Say, for example, you have a changeling who can create Glamours, but because of the Fey origins of her power, anyone touching iron can see through her illusions? Or a demon whose Domination power has no effect on those with True Faith? Is there any reason why this sort of thing wouldn't be possible? It seems like a way to make for some very interesting story moments.

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DFRPG / Help with two new power concepts?
« on: March 02, 2018, 11:01:00 PM »

Ok, so there are two power concepts that I run across a fair amount in my fantasy reading, but that I have yet to figure out a good way of incorporating into the game.

1: Supernatural Luck: You know the concept: A character for whom everything just goes right. He can walk through the middle of a gunfight, and all the bullets just happen to miss him. He goes out for a walk and happens to trip over a briefcase full of money or the crucial piece of evidence to solve the mystery. His car never breaks down, he never gets caught in the rain, and even the birds always miss him.

Now, obviously this would be easy to implement by just giving a character loads of Fate points, but that feels a little too easy. I want there to be a catch to this power, some way in which relying on your power to tip the scales of Fate can come back to bite you. The best idea I've had so far is that taking this power also gives you an Aspect along the lines of "dependent on luck" or "weird luck", and that you cannot buy off Compels related to that aspect.

2: Inhuman Vulnerability: Taking things one step beyond the Catch, this is the case where not only do your powers offer no protection against a threat, but you are far more vulnerable than a human would be. For example, a lot of werewolf stories feature the idea that a werewolf is so vulnerable to silver that the slightest scratch from a silvered blade is death, and even touching it can burn. At the lower end, I imagine you could implement this with a "power" that gives certain attacks extra shifts of strength against you. For the higher end, I'm considering a rule that says that you can't take Consequences to buy off damage from whatever you're vulnerable to. You can still take stress hits (fluff-wise, because stress generally represents strain and near-misses rather than actual harm, crunch-wise because that keeps it from being quite so crazy brutal), but if someone actually lands a hit, they're taking you out.

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DFRPG / Feedback on star character?
« on: July 12, 2013, 02:46:04 PM »

So after listening to this song: http://www.youtube.com/watch?v=K7KMRBoqQUg I was inspired to create a character who was literally a shooting star. I'd like your feedback on my design, and just general thoughts.

Therefore, I give you: Bothynus!

High Concept Aspect: A Star Fell From Heaven
Trouble Aspect: Not Of This World
Background Aspect: Brighter Than A Shooting Star
Rising Trouble Aspect: Fallen To Earth.
First Story Aspect: Fill The Darkest Night With A Brilliant Light
Guest Star Aspect 1:
Guest Star Aspect 2:

5: Athletics, Weapons
4: Lore, Conviction,
3: Endurance, Discipline
2: Presence, Alertness, Performance,
1: Might, Scholarship, Survival, Investigation, 1 blank
Stresses: Mental 0/4, Physical 0/4, Social 0/3
Powers and Stunts: Breath Weapon (Light/Heat, -2), Searing Fists (use Breath Weapon for Brawling, -1), Inhuman Speed (-2), Inhuman Recovery (-2), Catch (Stone or Earth, +1), Brilliant Light (-1, Bothynus acts as a high-power light source. Can make maneuver or block rolls at Conviction+2 using this light.), Human Form (+1), covering: Supernatural Speed (-4, replaces Inhuman Speed), Flight (-1),
Adjusted Base Refresh: 1.

Some notes:

1. I left his Guest Star Aspects blank because they'll depend on the story he finds himself in.

2. Bothynus's Human Form rebate indicates that he becomes faster and gains the ability to fly by shifting into Orb Form (in which he becomes a orb of light and heat a couple of feet across).

3. Regarding his Catch, metal and most forms of glass don't trigger it, but obsidian does. I rank it total as a +2 (because finding Stone or Earth is easy, but knowing to use them isn't.)


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DFRPG / Questions
« on: June 08, 2013, 08:42:42 PM »

Two things the system really doesn't handle, and one thing I don't understand.

1. Starting Equipment. How much and how good gear could a character realistically start with (stuff directly connected to their duty)? Up to their Resources? Lower? Higher?

2. How exactly would poisoned weapons work in this system. I assume the poison itself would work as described under Venemous, but what do you use for the "strength" of the poison?

1b. What precisely does "gain a +1 to the power or
complexity threshold on any spell intended
to inflict stress or consequences" from the Hellfire description mean?

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DFRPG / Sponsored Magic benefits
« on: June 06, 2013, 01:32:35 PM »

Just a quick question on something the rules aren't terribly clear on. If you have Sponsored Magic of some sort, do you get its secondary bonuses on all relevant spells, or only on those that you have incurred a point of debt to help with?

I.e. In TC (i.e., after getting Soulfire), Harry goes up against the Skinwalker and hurls a "Fuego!" at it. If he does not incur the debt to boost the spell, does he still degrade the Skinwalker's Toughness a notch?

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DFRPG / HomebrewAt2046
« on: May 20, 2013, 11:00:06 PM »

So this is where I'll be posting my homebrew Stunts and Powers.

I'll open up with a couple of Powers.

Electrics-Friendly (-1). You have a magical affinity for technology, and your powers get along fine with it. You do not accidentally hex technology.

Were-Trousers (Okay- maybe this needs a more serious name) (-1, requires Beast Change or True Shapeshifting) You have learned to extend the morphic fields of your shapeshifting power to encompass your clothes and equipment. Whenever you change, they are incorporated into the change and are restored unaffected when you shift back to your human form.

And a couple of Stunts:

Sniper: (Stealth)Whenever you make a ranged attack against a target from hiding, they must make an Alertness check (opposed by your Stealth) to spot you. If they fail the check, they are not aware of your location and their defenses remain mediocre against you.

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DFRPG / A new breed of Vampire
« on: May 20, 2013, 02:06:59 AM »

So I had an idea for a new breed of vampire, which could either be used as Jade Court (I'll refer to them as such for the rest of this post) or as a completely homebrew court, or possibly a new sort of vampire that has just been created. Anyway, the base concept is thus:

Jade Court Vampires are humans infected with a bizzare, semi-magical virus that alters their fundamental metabolism, accelerating it immeasurably. While this grants them Superhuman Speed, Inhuman Strength, and Mythic Regeneration (as baseline abilities!), their bodies also age at the accelerated rate. Without outside intervention, a Jade Court Vampire created at twenty years of age would die of old age within two years. In order to survive, Jade vampires drain the youth from their victims, reversing the effects of aging on their own bodies while prematurely aging their victims. In order to use this ability, the vampire lays their hands on the victim's heart and forehead, skin-to-skin. The victim usually must be drugged or bound to prevent it struggling, as the process does not paralyze or in any way immobilize the victim. A vampire actively feeding can drain about 1 year of youth every ten seconds. A new Jade vampire is created by introducing the blood of an existing one into the blood of a new victim. The infection, benefitting from the hypermetabolism, usually overwhelms the victim's natural functions within days.

Like their White cousins, Jade vampire's essentially human nature makes them resistant to most of the conventional vampire countermeasures. However, strong Christian faith has proved able to disrupt the disease's hold on its victims, stripping them of their powers and halting the accelerated aging. There have even been rumors that a sufficiently powerful symbol of faith,  connected with the free choice of the vampire in question, could kill the disease entirely and cause the vampire to revert to humanity. These rumors remain as yet unconfirmed.

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DFRPG / The Pentagram
« on: May 16, 2013, 10:20:14 PM »

Just wondering: How would you model something like that pentagram the Nickelheads used to trap Ivy in Small Favor? My personal instinct would be to make it a block that degrades the trapped caster's Power ratings, probably starting at 0 and increasing by 1 every time someone casts a spell. Thoughts?

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